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Blueberry

Blueberry

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  • All 3 of those being perfect? Probably none.

  • Yeah really weird we got no info about any of that.

  • I don't see much use for it. The aura reading is meh, so I'm essentially running it for 10% regression which isn't worth. 10% may seem decent compared to other options but it requires wasting time kicking which is extremely significant. That 10% is essentially just covering the time you wasted kicking it in the first place. Jolt and PR aren't wasting time with kicking. Something also very significant is that it's a gamble, you are only even getting that value if you down someone after kicking the gen and before it's completed. Why even take that risk for such a little payoff?

    Not saying it's bad, I just wouldn't call it good. It's still better than most the perk roster but that's not saying much.

  • @Gylfie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354924#Comment_3354924

    This was really nice to read!

    I do agree he's better than people say he is but I also don't expect to win against great teams of survivors, that's just not my ambition. I guess I'm just here to have some fun as killer, get some kills if I can but I don't expect to win every game. Of course, I try to win and it sucks to lose against a good team, but I can live with that and don't feel the need to learn more mechnically difficult yet more rewarding killers, if that makes sense.

    I actually don't use addons in general, ever. Something about using a finite resource that could run out and I wouldn't have access to if I wanted to use it irks me. I'm weird, I guess. But you've convinced me to give these addons a try!

    Both of your suggestions for change are also really nice. Would love to see those happen, especially the extra speed for landing a guard close to a survivor!

    Thanks for taking the time to reply. :)

    I get your feeling on using a finite resource but essentially you get enough blood points these days that if you keep repumping your bloopoints into him you essentially have infinite addons. Like I run those same addons every single game and I'm gaining addons faster than I'm using them. I've got like hundreds of each at this point still.

    Glad you'll try them out and anytime :)

  • I really enjoy playing him, he just has some issues.

    His skill ceiling is very low. If he could swap between guards or less info was givin to the survivors maybe he could have more but there just isn’t much there.

    He’s very weak. Now don’t get me wrong I think he’s better than people think he is, I even went on a 54 win streak with him. However, that doesn’t delude me to thinking he’s good, he’s not. Against survivors that actually know what they’re doing he gets dumpsters on. You’ll land a perfect long range guard snipe and they’ll literally just circle a rock a couple times to grab the flag. I’ve tried to push what he can do but there’s a limit and it’s low, you’ll just lose if you get a really good swf group on a bad map.

    His addons are trash. Like 95% of his addons are near worthless and the couple that aren’t are basically required to play him properly, so even if his other addons were decent you couldn’t afford to run them. Not only does this lower his skill expression even more but it lowers the fun as well since there’s very few options of build creativity in his addons like some killers have. If you’re curious those two auto lock addons for me are map of the realm and call to arms, some people don’t throw call to arms in there but If you aren’t running that addon I don’t think you’re playing him to his full potential.

    To be solid his guards would need more reliable hits but at the same time if they did he’d be awful to play against since it’s just AI’s downing people. He’s stuck in this bad design spot. I think the way to correct this and simultaneously raise his skill cap is to increase the guards speed based on how close you land the guard to the survivor. This way if you’re skilled enough they can be stronger but it won’t help bad players and hurt the low mmr people. Same goes for swapping between his guards, this raises his skill cap and potential for skilled Knights to handle better players but bad knights wouldn’t be able to utilize this. That’s how you buff killers without hurting the lower common denominator, you raise the skill potential.

    Plus fix his addons please, and having to literally back up every time we want to throw a guard near objects, this is just ridiculously clunky.

    (And the bug where his guards go around a pallet that gets dropped instead of through, please this is STILL in the game)

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354116#Comment_3354116

    I know this isn’t a perk but They reverted the pallet flashlight change after a week cause of how bad it was.

    but we can’t ignore we’re they nerfed survivor perks like mettle of man was completely nuked. DS people may claim it’s strong but it’s not that strong anymore cause you can easily catch up the 3 sec stun isn’t that big. Boil over isn’t as strong as it was. Balanced landing was nuked.

    I hate it when people say this but ignore all the nerfs survivors have gotten that have been bigger.

    "I know this isn’t a perk but They reverted the pallet flashlight change after a week cause of how bad it was."

    Well I don't think that's the same thing because that wasn't something that was nuked to being bad, it was just put back to what it was originally, which was in a decent place, not bad.

    "but we can’t ignore we’re they nerfed survivor perks like mettle of man was completely nuked. DS people may claim it’s strong but it’s not that strong anymore cause you can easily catch up the 3 sec stun isn’t that big. Boil over isn’t as strong as it was. Balanced landing was nuked."

    MoM is the only exception and was indeed nuked to being very bad.

    First I would say that DS took like 3 nerfs to finally even get here which on its own makes it not apply. However I'd also argue it's still very good. There's a reason they all still run it in comp. On a good survivor, it's good.

    Boil Over even got buffed after the latest change to increase wiggling on carry skill checks. It's better than it should be as it's a very annoying perk and honestly unhealthy design. I don't think this applies to being nuked at all.

    Balanced Landing was way, way over tuned. It got brought down to a fair level, it was not nuked or even close to being bad. I'd even argue (bar a couple exceptions) that Exhaustion perks in general compared to other perks are still way over tuned and could use significant balance changes. So no this doesn't apply at all either.

    "I hate it when people say this but ignore all the nerfs survivors have gotten that have been bigger."

    I'm not ignoring their nerfs, they have received some. However, over the years of this games existence survivors have been brought down from being way, way, way too strong, to now just being way too strong. So we aren't ignoring their nerfs, but they can simultaneously have received heavy nerfs and still be over tuned. Those things aren't mutually exclusive. The game is balanced around a group of random survivors that each have like 50 hours in the game. I don't think that's really a debated topic and why the balance is so terrible at the high end.

  • @Saitamfed said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354113#Comment_3354113

    The speed boost would be a nice buff... they've done it with one of Hillbilly's add-ons.

    Yeah that's kind of where I got the idea from.

    This way you wouldn't get blinded still, but they would "think" they did and continue wasting time trying instead of what we currently have which is as soon as they notice immediately stopping for the rest the game. I wanted the tiny speed boost for a few seconds added since generally just getting the aura of them isn't doing much. Besides, it's a niche perk so when it happens it needs to be decent.

  • @Chilli_man2400 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354107#Comment_3354107

    They did the same to mettle of man. Remember when it was nerfed to where it would shut off after doing anything? They quickly reverted the change after.

    Yeah I remember that as well. They have a habit of completely nuking things from existence rather than just toning them down to be more reasonable. It's usually more a killer thing (Pop, Ruin, Thana ect), but yes MoM was one of the exceptions they did to survivor as well.

  • There is literally not a single situation it would ever be worth running Lightborn. Like literally, even a lobby full of 4 flashlights of best quality with the best addons, still not worth. As others have mentioned, you want them to waste time trying to do that.

    This is why Lightborn needs a buff. Maybe make it so that it still appears to the survivors that they landed the blind but not actually blind you so that they still think they're getting value. Maybe make it give you a small speed boost as well.

  • Glad they finally listened to the community and pulled back some. It was way over nerfed. I hope this is a new change for them going forward.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353530#Comment_3353530

    bloodlust being fine is like saying god pallet are fine. its win more mechanic. if your already close to winning as killer, then this mechanic makes it physically impossible for survivor to win. If there are like 3-5 generators by the time 1 person dies, then you can almost auto-pilot follow every survivor to the end and the survivor is likely to lose by default. If your losing then mechanic does not help the killer in 99% of cases to win. The killer will lose regardless as long as survivor makes no crucial errors. I remember watching an ohtofu video like 4 years ago and the video was about how bloodlust makes it impossible to balance loops and justifies strong loops being in the game because it counter-balances the mechanic. I still think ohtofu's opinion is likely correct. map would be way more balanced if bloodlust was removed from the game and pallet looping was weaker.

    I think you’re misunderstanding me. I don’t like bloodlust nor do I think it should be in the game. I’m just saying it’s currently required. I’d like it removed at the same time we fix loops/maps.

  • "Not only does DBD need fair yet strong protections in place to limit or counterbalance blatant tunnelling that creates an anti-fun experience for survivors, but the game also needs to include meaningful incentives that provide alternatives to tunnelling"

    I agree. Most people that want tunneling fixed though totally ignore that last bold portion which is crucial.

    Ideally you'd want very strong gen slow down perks that only reward "fair" play so that there's enough incentive to play in that fair way instead of tunneling. Unfortunately the games balance team seems to be going in the opposite direction of that, hence the increase in tunneling.

    Things like Pop, Ruin, Thana ect are the type of perks that we want to be extremely strong but are currently in the trash tier. These kinds of perks reward split pressuring the map but don't reward just standing at the hook and tunneling someone out.

    Another issue contributing to this issue is map design. The majority of maps are way too big and way too safe.

    Currently on most maps like 80% of the pallets are safe, meaning forced breaks. This is because the pallet down makes the loop so safe that it will require the survivor messing up a lot and even if you get the hit it's going to waste too much time. Ideally we'd want like 95% of pallets to be a 50/50 mind game when thrown so each sides have equal chance of winning it depending on their skill. Instead most pallets thrown currently are like a 70/30 for survivor.

    Next is the map size. If you're on an m1 killer most maps are too large to properly pressure no matter how good you are. All maps should be the size of Coal Tower. For example, if you're like Myers or Pig on Borgo, goodluck. There's no way you can pressure a map this big against decent survivors, you literally lose too much time just holding w. There's isn't outplay here. You are forced to tunnel someone out to have a chance.

    Last issue is self healing. You used to be able to apply map pressure better because your hits would slow the survivors down by getting them off gens to heal. This isn't the case since CoH was introduced. It takes you longer to get the hit than it does for them to self heal. So no ones getting off the gens to heal them and you aren't actually pressuring the map by spreading hits. So injures are essentially meaningless. This is heavily exacerbated as well by how overtuned med kits are.

    TLDR: Multiple factors listed above are what make it so that firstly m1 killers are unable to pressure the map properly and secondly maps are so safe that chases take lengths of time that are unviable against good survivors if you want to win. Thus this is where all the tunneling comes from. It's also the same reason you see people stacking slow down perks. The tunneling is a symptom of poor game balance as killers don't feel they have a "fair" chance of winning as the survivors do if they play normally without tunneling regardless of their skill.

  • This is why we're seeing a large increase in tunneling the first guy out asap.

  • Bloodlust is fine. If the killer is chasing long enough to get Bloodlust he's losing the game anyway. You can't afford to commit to chases that are that long. Bloodlust is also a testament to how bad map design still is.

  • Knight.

    I love playing him, but he's super boring to play against.

  • I would say Call to Arms needs to be base kit as well. If you’re playing him the way he needs to be played it’s required, otherwise his distance for placing isn’t good enough. Until it’s base kit that addon is an auto locked slot that never changes. Without Call to Arms I don’t think Knight is being played to his real potential.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3352950#Comment_3352950

    Yes, and they're wrong. I ate a temp ban for calling out Mandy on her insistence that constant, mapwide information is "quality of life". You can tell me water won't get me wet until you pass out but that does not make it so.

    Quality of life is stuff like the helpful indicators as to challenge progress in game and being able to view the store while queuing. It's not adding stuff base, like the BT basekit was an inarguable buff. Like adding those two (necessary) add-ons would be a buff.

    Again let me be clear: I think these buffs are a great idea and sorely needed. But they're still buffs.

    Yeah I would call both things buffs as well.

  • @YOURFRIEND said:

    These are not quality of life. They're buffs. Much welcomed buffs but still buffs.

    I mean to be fair they called all the survivor HUD "QoL" and not a buff..so by their standards it would be QoL.

  • It really screws over quite a few killers reliant on their m2's. Demo in this example around split corners has milliseconds to mind game shred around them, there isn't an opportunity to bait. Not to mention why would they anyway? There's enough time to DH mid lunge.

  • Hopefully either only fast group heals or only much, much slower self heals. Not both. I’d prefer the group heals component, we need healing to require teammates getting off gens.

  • The perk was totally fine before, even on plague and legion. Now it’s trash for everyone.

  • Yeah there are a ton of killers that need addon passes. Like there’s more killers that need addon passes than don’t, probably 80% of the roster.

    The problem is we can never get ahead of the problem because they’re releasing new killers that already need addon passes faster than we can fix the old ones. Knight for one recent example who has like 90% of his addons as trash.

  • I run reassurance pretty much every game as solo queue, it helps a lot. As long as my team is smart and just stays on gens it usually only gives them a 1k. Unfortunately most players just can’t resist going for the unhook anyway and if even 1 person goes for it they throw the game for everyone else as now we won’t have enough time to finish the gens.

  • @Gamall said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351943#Comment_3351943

    Yes but you're talking as if every game you faced a comp team or a spicy swf. In these cases it is necessary, in the others absolutely not.

    To be fair good enough to require tunneling is much lower than comp or spicy swf groups so that’s a bit of a strawman. People aren’t saying they’re always going against comp or spicy swf groups, just very good swf groups that understand gen efficiency.

  • @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351760#Comment_3351760

    Wouldn’t the same apply to survivors? If a lot of survivors are suiciding against Blight because of his add-ons does that warrant him getting nerfed?

    It can.

    The difference to understand here though is that it isn't mass suiciding itself that determines if something needs nerfs, but rather it would mean that topic should be looked into to see if the root cause is something actually overtuned that needs nerfing or if it's potentially something not necessarilly overtuned but maybe just unfun as a mechanic as well.

  • I would dodge any lobby that isn't giving us both a "fair" and "balanced" match. Unfortunately this would leave you basically dodging almost every single lobby.

    So you're forced to allow the survivors to have "some" unfair and unbalanced advantages, IE some medkits/toolboxes.

    However 3+ medkits/toolboxes is a dodge. The game already isn't balanced enough and that's just pushing it to ridiculous levels. Not to mention since the increase in bloodpoints that almost every other match has a syringe/styptic/BNP on one of those few you allow.

    I expect nothing less than the same thing when I'm queuing as survivor. Survivors with 3+ medkits/toolboxes in a lobby are not coming for a fair or fun for everyone match, they're coming to dominate with an unbalanced advantage.

    Then there's also probably a dodge if it looks like a 3+ swf for the literal exact same reasons as above.

    Now aside from all that, if there are multiple private profiles or brand new profiles that might also be a dodge as the cheating epidemic is prevalent enough that I'd like to lower the chances of that being a possibility and those 2 things are generally sketch at my mmr.

    I simply want fair and balanced matches with DBD and if the devs won't do it on their end with balancing then it forces killers to manage it themselves with what tools they have available.

    As to your question, no, there should not be a penalty for dodging. It's required until the devs decide they want to balance their game properly. You can't force people to play an unfun match, it's the same reason they won't punish survivors for suiciding on hook.

    If they want to fix killers dodging lobbies then they need to fix the reason why they dodge in the first place.

  • She takes more skill than m1 killers which is already most the killer roster, so that makes her more skill requiring than people like to admit. People just hate spirit and like to always talk bad about her as well as making excuses for why they got outplayed. She does require a good amount of skill.

  • @Chiky said:

    you *really* want to waste money, don't you?

    Why does it matter to you what other people spend their money on?

  • Yes please.

  • Borgo or Garden of Pain. Your chance of winning these maps as an m1 killer as soon as you load in is very low. You’re essentially forced to tunnel someone out asap which no one likes.

  • Could we get an acknowledgment of the bug? It’s nerfing the Knight a lot right now

  • Good but also fair perk. No issues with it.

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350104#Comment_3350104

    So by "no collision" you actually mean invincibility? I wouldn't go that far. You shouldn't be able to body block or be blocked but you should still have your hitbox active.

    Think of them like a ghost. They can’t do anything, but you can’t touch them and you even walk threw them so they can’t body block you. If they can’t do anything to progress the game or prevent you from getting others why does it matter if they have a hit box?

  • @Steakdabait said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350080#Comment_3350080

    Can you explain more on how making unhooked survivors not have collision will prevent tunneling? I do believe that unhooked survivors should have no collision during their BT timer but that idea isn't meant to prevent tunneling

    The killer can’t even touch them much less tunnel them with zero collision. IE as soon as he’s unhooked he could literally just stand there and the killer couldn’t do anything to them.

  • Giving the unhooked survivor permanent zero collision until they perform a conspicuous action or until the killer hooks a different survivor would solve the tunneling issue. Not active after gens are powered of course.

    However we can’t implement something like this until tunneling is no longer required.

  • I mean to be honest with how bad hexes are all hexes should appear as dulls at base, it would make them last a little longer.

    That said if we’re taking what we can get this does sound like a good improvement for blindness.

  • This is a skill issue, not a balance one. It sucks getting lots of bad teammates and I know how annoying that is, but that isn’t a balance issue, it’s a matchmaking and skill issue. We need to stop trying to balance for bad players.

  • @drsoontm said:

    The only way to fix these tactics is to make the other ones viable.

    That is, exactly the opposite of what has been done the last few months and what will be done in the next update.

    Once you go against good teams, you have no choice to play efficiently, and since every other tool has been nerfed or made useless, well, what else can you do?

    I've not played since the 1st of this month yet because of that very reason (I don't like to tunnel nor to be tunnelled).

    If today I play (I'm having an overdose of what I'm playing right now), I'll probably tunnel from the start. (edit: just saying that makes me want to play something else ...)

    ^ This.

    I don’t like tunneling or being tunneled but the games poor balance forces you to when against high tier groups. They also keep nerfing even more all the alternative ways to win (gen slow down/slugging/split pressure)(buffing second chances) and further pushing killers to tunnel even more.

    It feels like they keep forcing killers to play in an unfun way even when we don’t want to.

    Tunneling isn’t the issue, the issue is all the other ways to win being made weaker and weaker and killers defaulting to the only option left. However instead of realizing this and improving those other options they just keep defaulting to seeing tunneling as the issue and continuing to nerf those other avenues, thus just making tunneling even worse.

  • I’d like legitimate ways to make camping/tunneling way less viable. However, we can’t even enter that boat until we no longer have games where it’s required. The game needs to be better balanced in other words first.

    Your idea would also be highly abusable.

  • Blight, Wesker, Billy and Huntress probably.

    All the rest still need changes varying from slight to extremely heavy, with some just needing addon changes.

    Most the killer roster is not in an ideal place.

  • Agreed. It’s super annoying.

  • Still an issue and super annoying. Needs to allow the placement on him instead of in front of him.

  • @HamsterEnjoyer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346287#Comment_3346287

    Except I'm the last person to look for discrimination its just obvious why people hate her design. It's an actually good design that fits her lore and theme yet people are extremely pissed because she's not tall male killer or monster. Trickster got a mixed bag of love and hate she's just getting hate :/

    Literally not a single thing has shown people dislike her because she's female. Literally. Not one.

    You just see people dislike her and randomly think that's why for no reason at all. There's nothing to support this.

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