Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
"Leverage now applies only when healing others and not self-healing."
Welp. It was already really bad and got nerfed even further from the PTB. That's a pretty heavy nerf too since most everyone is self healing with medkits or CoH, no one really group heals.
I don't see a use for this perk in nearly any circumstance.
-
No, it doesn't, not even remotely.
Even semi competent survivors would not have a 3 gen held with this. This example is also one of the best 3 gen maps in the game and not really realistic.
The example is also Cenobite. Most killers in the roster would not perform remotely as well with this setup.
CoH does counter it.
-
Very weak killer.
Very boring killer to play as and against.
Very bad perks.
Very bad looking aesthetically.
Very bad lore.
Very bad mori.
-
Regardless of the conversation of DH here I find it kind of weird that people use "4k with gens left" as a point, when it's tournament rules (limiting items/perks) that are heavily artificially limiting how strong the survivors normally would be and on one of the few much more balanced maps where in most games you'd be playing a much harder match on average.
That's like putting two people in a 1v1 fight and saying the first guy is actually pretty good at fighting because he wins after you had the second guy fight the whole match blindfolded and with a hand tied behind his back...
Using the result of the match to draw conclusions about DH being fine is very flawed.
I could see this argument being more rational if we didn't limit perks, items and used a map more reminiscent of what you'd see in most games.
-
I love playing him, he’s just bad.
-
Killer is very weak.
Killer is boring for both sides.
Her perks are all really bad.
New survivor perks are mostly bad.
Bloodrush is unhealthy design that punishes killers playing fair.
New map looks pretty but still very unbalanced and not shrunk in size.
Nothing to look forward to in this chapter for me or anything that changes the game.
Buy with shards or not at all would be my thoughts.
-
Yeah I completely disagree with this video.
Knight A tier? Lol no, not even close.
Also his changes would put him in the dumpster..and he's already pretty low currently, probably like C tier at best..and even that's being very generous.
I kept listening through all these nerfs waiting for the counter balance of a buff to his long range guards aka the healthier way to play him...but it never came..it was literally just nerfs..and heavy ones at that.
Really bad ideas in my opinion.
If the idea was to nerf his close range guards but buff his long range guards I would be much more on board and was where I thought the video was going originally.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362813#Comment_3362813
That sounds a bit overkill. As survivor i want to defend myself not be invincible. That just sounds not fun for the survivor, but yeah i guess it does force the killer to go for someone else, but feels a bit "heavy handed", if you know what i mean
I can see what you mean. What were you thinking? It seemed like you were referencing in your original post about increasing the incentives for not tunneling?
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362779#Comment_3362779
I addressed everything you mentioned in your post, and only targeted the points you raised, and why they won't do what you claimed (making tunneling impossible). No attacks on people at all. Calling that 'hyper aggressive' seems incredibly hyperbolic, though it occurs to me you may not have realized I'm not the first one you responded to either.
If you have actual ideas, please put them forward. Otherwise this is just post number 3 in your 'just wait and see, once I put my real thoughts on paper you'll all be amazed' tour.
It's not hyperbolic. Read back from the tone you have typed to me in, it's hyper aggressive.
"I addressed everything you mentioned in your post, and only targeted the points you raised, and why they won't do what you claimed (making tunneling impossible)."
Also no, you didn't respond to the things to make tunneling impossible because I hadn't even mentioned what my ideas were for making tunneling impossible yet. Nothing I mentioned there was for making tunneling impossible, they were things to come along with IF we made tunneling impossible. I have not given you my ideas for actually how to do that yet.
"Otherwise this is just post number 3 in your 'just wait and see, once I put my real thoughts on paper you'll all be amazed' tour."
Like really, you don't think this seems hyper aggressive? You're typing sarcastic and mocking towards me...
Just have a normal and calm conversation asking about ideas, you don't need to be passive aggressive towards me when I haven't done a single thing to you.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362761#Comment_3362761
I am sorry, i wasn't trying to be passive agressive. I just don't understand what you mean by making tunneling impossible
I was thinking something like a zero collision effect that would last until they do a conspicuous action or you hook another survivor. So this would mean they could literally stand there after being unhooked even and couldn't be touched. There would be some indicator so the killer would visually know as well. This would literally prevent them from being tunneled until he went after someone else or they decided they were ready to try and progress the game. The zero collision also prevents them from using the "invulnerability" aggressively.
As I mentioned before this would come with other changes to killer as I know literally untouchable sounds extreme to some people but that's more based on the context of how it currently is which would be changing as well.
-
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362761#Comment_3362761
Nothing in your comment would make tunneling impossible. Tunneling would still be the most efficient way to play the game.
Reducing pallets just makes dead zones easier and weakening pallets means chases are shorter, sure. But that also shortens chases for the survivor off hook. And if the killer has to choose between two health states of the rescuer (with maybe a dead hard in there), and two health states of OTR and a guaranteed down (with no chance of dead hard), they're going to go for the person off hook every time and get them out of the game faster.
Even if you make the map as small as the basement, with zero pallets, that wouldn't change the fact that tunneling is a permanent reduction of every survivor task by at least 25%, and that a 3v1 is basically a guaranteed win.
The only way to reduce tunneling is to make spreading hooks the more efficient way to play the game. Just flatly buffing killers or nerfing maps also buffs the effectiveness of tunneling and only makes tunneling more prevalent.
I didn’t even give you my way of reducing tunneling yet…those things you responded to were not for reducing tunneling. Y’all are so hyper aggressive.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3362626#Comment_3362626
What exactly are you doing to prevent a tunnel. Just buffed killers, thats all. What, are you gonna make the killer DC if he tunnels?
What kind of comment is this? So passive aggressive.
I literally said we would make tunneling near impossible...how about just asking what ideas I had?
-
Essentially you make tunneling near impossible to do while simultaneously shrinking maps, weakening loops and lessening pallets. This prevents the tunnel but also makes pressuring the map and downing another survivor not take nearly as long which in turn slows gens down. They also need to make injures matter, currently self healing through medkits and CoH makes injures near worthless. Injures without crazy self healing slows the gens down as well as it forces teammates off them.
-
Easier to get out of t1, stronger t3, remove stalk limit per survivor and make it so you get more stalk the farther you are away rather than close up. Now he’s solid.
-
Pretty sure most people would be closer to buffing Dredge than nerfing him. He does a lot of things just averagely. He’s not even played that much.
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361395#Comment_3361395
I feel like that last part is happening already. I do see some people quite frequently (no idea why, though).
I once had a David who I got matched with 6 times in a row. 6! Times! After the second time I added him as a friend and we were just goofing around from that point onward. I really don't know how something like this is even possible but it happened.
It seems pretty rare for me. It used to be way more often for me back before SBMM.
-
Matchmaking is bad because the game is too unbalanced to have good matchmaking. That would be a nightmare. The bad matchmaking covers up some of these balance issues.
You’d also have way, way longer queue times and go against many of the same people over and over.
-
@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361378#Comment_3361378
This is something that has sat in the back of my mind for years. Everyone is so quick to defend the devs by saying there's different teams for balance and chapter design, cosmetics and so on. Even if that likely is the case, what's the hold up? BHVR is constantly adding more to their plate and the whole midchapter-full chapter release schedule is so counter productive for anything other than creating new killers that need attention and perks that are either ass or gamebreaking.
I can understand them being backed up, however it isn’t a good explanation for releasing the perks in such a bad state to begin with because they did in fact have the development time there and just dropped the ball, except it drops more often than not.
They also have said though that they “in general” think the killers are in a pretty good state..which in itself explains all the balance problems with addons if they feel that way because they are factually not. I think this stems from putting too much weight in kill stats which are flawed for a multitude of so many reasons that they are near worthless. Anyway basically saying that they probably think more addons are more decently alright than they actually are, hence why we get release addons like Knights. They probably think Knights addons are good is my point I guess.
-
Facts.
Why? I don’t think they have a good understanding of what makes something “good or “bad” in the game. They need a group of experienced players with NDA’s to bounce their ideas off before commuting so much development time.
I do think rarities should “generally speaking” match power levels. If I can tell I’m going against a four man swf and want to bring the strongest addons that should be Iri addons in most cases, in my opinion. That is not the case on almost any killer bar like maybe 3.
-
Yeah even Knight who just got released has 90% of his addons as near useless. They’re never going to get ahead of the work load if they’re adding to the pile faster than we’re getting them fixed. Like Knights addons shouldn’t have made it to live in the state they are.
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360976#Comment_3360976
We need to nerf dead hard first, and then we can worry about buffing the bad perks.
Oh I agree, I still think DH and CoH needs reworks/nerfs. Outside of those mostly buffing weak perks.
-
I’d throw Twins in there for getting beat down a few times as well and left to decay.
-
Yeah she needs A LOT. She’s pretty garbage. Good at nothing.
-
Yeah they’re very unbalanced. Probably shrink them a little, remove some god pallets and cut some of the ends off certain loops to make them less safe and more of a fair 50/50.
-
@qwertyuiopz666 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360952#Comment_3360952
I’d revert the meta change in a heart beat it’s made the game more stale tbh
Well we need less nerfing of perks just because they’re meta and more just buffing all the bad perks.
-
The meta gets extremely narrow as they nerf perks that we’re viable. Like if we still had Ruin, Pop, Thana for example we’d have a little more variety. However yeah essentially if you really care about winning you’ll have the most consistency stacking slowdown/gen regression. You’ll end up losing games that you would have won playing exactly the same if you had ran different perks.
Essentially gens go too fast because map design is bad which forces most killers to stack slow down/gen regression as the only response. Ideally we’d fix map design to make slowdown/gen regression less necessary and then nerf those perks accordingly while simultaneously buffing all the other perks that aren’t slowdown/gen regression as those are all undertuned massively generally speaking.
-
You know how many games I had last night of groups of swf all running the boil over + full wiggle/anti-slug perk combos and essentially spending the whole game just constantly running up to spots where they know I can’t hook them from to troll?
Literally multiple..in a row..totally different groups.
Not only does it not need buffs but it needs nerfs/changes. It’s unhealthy for the game and is only ran by groups looking to troll the killer and try to annoy them instead of playing normally.
-
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360340#Comment_3360340
Please read the title of this thread as well as this part here
(Also worth noting I don't think any/all of these ideas should be added at once):
Nowhere in this thread have I stated Knight needs flat nerfs, the topic of the thread is what changes could be made to make Knight more enjoyable for survivors so that is the content of the thread
Side note, I do think that nerfs should come with some buffs - I'm just not all that enthusiastic about Knight's kit from a Killer POV so I don't know what I would change to make him more fun for Killer.
Yes, I read the title. I never said you wanted all of them. My point is about even one of them.
"Nowhere in this thread have I stated Knight needs flat nerfs, the topic of the thread is what changes could be made to make Knight more enjoyable for survivors so that is the content of the thread"
Yes I know what the title of the thread is and I know how you stated what you were trying to do, but however you butter it up and dress it up, at the end of the days these are in fact nerfs, regardless of your intentions.
"Side note, I do think that nerfs should come with some buffs - I'm just not all that enthusiastic about Knight's kit from a Killer POV so I don't know what I would change to make him more fun for Killer."
Saying this in your title would've saved a lot of peoples posts as that isn't what the post come across as. Something as simple as "I do think he needs some buffs in his healthier ways alongside this to compensate but I just don't know what if any of you have some good ideas." would've gone a long way and displays a very different message.
-
So where's the compensatory buffs to make him better in the healthier ways?
This is all just making a killer who's already bad, even worse.
-
I prefer the more competitive balancing.
The issue we have is what they make win conditions. The competitive mindset hurts matches because it's all about the kills so they just tunnel/camp people out. If hooks were win conditions the competitive mindset wouldn't hurt the game as much.
If camping/tunneling was more difficult and 12 hook games were more viable we'd also have less issues with comp mindset.
-
I could see some potential bad scenarios where it essentially lets you have infinite of whatever offering/addon you're wanting more.
I'd rather the less abusable route of looking at all the bad/unfun offerings/addons and buffing/reworking them to make them more attractive. Of course you will always have preferences and which ones are the best, but less abuse from this route and more variety in viable builds.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359999#Comment_3359999
No it doesn't. You are still thinking of case A where you want to hide your presence completely. I am talking about situation where killer knows survivors are somewhere around him (like anywhere in 40m radius), but such killer can think you are in different gen right now (wasting a few seconds which can be crucial if you are fighting for 3gen).
What would make him think you're on a different gen with our hypothetical perk change?
-
Also throw in Mother's Mirror and Clump of Hair, make all 4 base kit. Remove the "lullaby" when in her TR as it defeats the entire point of being a stealth killer. Remove the global sound queue of teleporting to T.V.'s, they should need to keep an eye on them.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359982#Comment_3359982
yes it does. But there are 2 types of stealth.
a, Hiding to be never seen being in the other corner of the map as killer (for this playstyle, muffling all generator sounds makes sense).
b, Being close to killer and doing all the objectives that are possible (be it flashlight saves, sabotages, breaking risky 3gens, etc). For this type of stealth fully muffling generator is just about as bad as the design of skull merchant. Killer will notice, that some sound is suddenly missing - so muffling survivor makes perfect sense, but muffling generator is counterproductive.
I would like B-type perks. Your buff goes that direction - that's why I would consider such a perk good (even if not meta).
That's all good and dandy and valid points but none of that responds to my point being made.
For situation B whether you are personally silenced or just the gen is silenced is irrelevant since the killer can see the pistons and know you're there either way.
My point is that whether you are personally silenced is irrelevant for point B.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359961#Comment_3359961
It does not. I agree that silencing gens gives some value. But silencing grunts of pain give more value - because you can be injured doing gen near chase (situations like these do happen - especially around 3gen scenario) with lessening the risk of being caught. That is one big opportunity. That's why I said that this one would change everything.
Now that I think about it - it would be more value if it does not silence gen, but just yourself
Well gens near chase they can see the pistons moving so they know you're on it. This would mean the injured silence doesn't matter.
-
Nothing to look forward to on it.
Weak killer
Unfun killer
Bad perks
They didn't even balance those maps better, it was literally just graphical.
Adds nothing to the game for me.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359948#Comment_3359948
You are misinterpreting.
1x you lounge at them from distance deliberately missing. For now this will always surprise at least 1st survivor and he will just use DH shortening his speed (so he is in fact guaranteed to have less value from DH then any other perk). You can do that even 2nd time, but probably not 3rd time (where he will expect you to miss on purpose). Of course if you are in the open or at window with option to wait it out for exactly 0.5s, then you have 0 reason to swing at the air.
Then I am not misinterpreting. You literally just repeated what I had said.
Firstly, most survivors will not waste their DH on a lunge not going to hit them. That's assuming the survivor is really bad.
Secondly, even if the survivor is bad and somehow that did happen, that miss is allowing them enough time to reach a pallet or window defeating the point.
However that second point is still quite irrelevant as survivors that are that bad are not an issue with DH, it's survivors that aren't bad. I'm not arguing DH doesn't take a lot of skill, it does, I'm arguing it's unhealthy in design/unfun and power level.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359938#Comment_3359938
Now if you silence also survivor, I would consider it a good perk. That would change everything
I'm curious how that makes it a good perk for you now?
I do think it makes it much better, but only in the scenarios that I already thought made it a good perk previously that you didn't think were situations in the first place. IE drive by listening to gens. If those situations realistically didn't exist in most cases, as you made the point for earlier, then this injured change would be meaningless. I guess I'm saying that if you think this change would make it good then it would contradict your previous statement.
-
You're essentially pushing for a worse Legion with lots of extra steps and a longer cooldown.
If you really want Knight fixed you should propose actual solutions that still keep him good because what you're recommending makes him significantly worse...and he's already pretty bad.
Something like nerfing his insta drop guards at loops that you dislike but buffing his long range guard snipes. Those long range guard snipes are AI downing you, but they require skill to place as you're tracking with sound that far away.
Guards that don't down are useless...which is why he's generally quite bad right now.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359843#Comment_3359843
again. missing hit prolongs the chase less then other exhaustion perks. Will you move the goal post to sprint/lithe/balanced/overcome/... once DH is nerfed?
So I'm not misinterpreting what you're saying:
You're saying to intentionally swing at the air when you could have hit them and "miss" so that the survivor thinks your bad and that will allow you to land the next one because they aren't expecting it or they will use it by accident when you missed on purpose?
Is that what you're saying is the counter play?
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359489#Comment_3359489
You see gen from higher distance then you actually hear it. Your version of perk would be absolutely useless. Also sound will never tell you how far along the gen is (if 1 piston is barely moving, there's very good chance survivor just left and will never come back. If 4 pistons are moving all of them about same speed, The survivor is 99% still there). No noise would be helpful in very special and very rare circumstances (basically only if the gen is behind some obstacle and hard to get to - meaning it's on different floor like in RPD. midwitch, the game, etc).
"You see gen from higher distance then you actually hear it."
Wrong. Lots of the time you are hearing it long before seeing it.
"Also sound will never tell you how far along the gen is"
That's literally just factually not true. You can quite literally tell how far along it is by sound...
You're massively underestimating how often you hear a gen before seeing it and how often killers turn based on that. You can hear exactly how far along a gen is and the sound of if it's currently being worked on.
If we really want to buff it more we can even make it silent the survivor while working on it as well, so it will be effective while injured now as well basically.
-
@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359430#Comment_3359430
~"Even with the instances you’re mentioning I will get way, way more downs with SB since I can play around that way easier than a DH. DH is based on their skill, SB my skill comes into play.
Dh is based on their skill, Sprint Burst is based on both players skill? Making sure I understand this.
I can't fathom how DH and SB are even comparable. I play both sides and from any angle, they aren't even remotely the same strength. SB can net you saves, get a ways, all kinds of things that hinge on just hitting the button. 99 and all achieves this easily.
Dh requires me to be injured and have self control to hit that button with a 0.5 second window. If I use DH to get closer to the hook for that save, I'm going down. It's automatically trade. SB can turn that same situation into a double get-a-way. Ah.. Im doing it again.
Point is, they arent the same. At all. In any version of the trials. Loss aversion? Feels bad? The killer is literally trying to kill my character. Can we get participation trophies then? I just dont understand the entitlement. Dh is so difficult to make work, isnt nearly as toxic as old Eruption, yet its always being compared evenly.
BHVR takes forever to change things. Im beginning to see why.
What are you even talking about? I never said they were the same and participation trophies? You went on some rant about stuff I never implied, said, or even eluded to.
SB is not even remotely better than DH. There’s a reason everyone runs DH and not SB and no it’s not because it’s “fun” rofl. People have this boogeyman thing about SB just getting 99’d and you can do all these things which basically happens almost never.
Neigher DH or Eruption is “toxic” that’s such a weird choice of words. They are both simply unhealthy for the game in current design and you are getting way more value from DH than Eruption.
Both perks are comparable because they are both exhaustion perks and you essentially only get 1 exhaustion perk to use at once.
-
@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359153#Comment_3359153
You get a head pop once every 3 games?
Guess the devs will be nerfing Pig soon.
Survivors are not supposed to be that easily removed from games. That's why Onryo's tape mechanic is so weak.
No one ever said it was easy. It's a lot of pressuring people off boxes combined with certain addons. Also a mix of survivors not respecting the traps and thinking they have more time than they do as they aren't anticipating my addons and the amount of time the boxes are going to take with me slowing them down. Generally just underestimating Pig.
-
@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359181#Comment_3359181
Yeah, the reveal progress should reset if the survivor breaks their gaze on GF (it's nothing but 1.5 seconds) and the billowing cloak noises should not be part of the kit.
Also, stalk meters should reset on a down, but not an injury because the whole "you can do nothing in chase" aspect is pretty bogus in 2023.
Totally agree!
-
Remove all its current nonsense.
Just make it flat working on gens is silent, period, regardless of how many survivors are on it. This allows stealth working on gens as most killers do a drive by and listen for its progress without actually directly looking at it. This would be low key very strong.
-
It’s gonna be PR, Jolt or Deadlock next.
There usage rate is gonna be too high just because it’s getting defaulted to as everything else gets nerfed.
-
Pig.
Corrupt/Deadlock/STBFL/NWO
I personally run Jolt over NWO as I enjoy it more and it’s still very good but if you just want the “best” it’s probably NWO there. That perk slot is the flex pick though if you want to substitute something.
-
@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3359227#Comment_3359227
DH's frustration is in the moment
Sprint Burst's frustration will be more of an overtime thing, since it creates safe spots in dead zones. Instead of continuing a chase, SB will start a chase that had no business taking place, or completely prevent it depending on the area theyre able to reach
I disagree it’s in the moment. Im at work all day today, not in the moment, and I still think the same thing no matter what day you ask me.
Even with the instances you’re mentioning I will get way, way more downs with SB since I can play around that way easier than a DH. DH is based on their skill, SB my skill comes into play.
-
@Sonzaishinai said:
Might just be me but i don't remember people complaining about sprint burst in the short time after 6.1 where people thought the new dead hard was useless
Facts.