Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@HamsterEnjoyer said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3346267#Comment_3346267
If she was a 50 year old tall man with this exact same design these complaints wouldn't exist I'm willing to bet money on it.
Legion and Deathslinger didn't receive any hate for their designs (except some for Susie) despite being 300000x more lackluster
This is gaslighting.
People would have the exact same issue if it was a 50 year old tall man.
Trickster is male and received tons of negative feedback on his look. Legion and DS if female would have received the exact same reactions because they actually have better looks. It has nothing to do with their gender.
If you look for discrimination in everything, you'll see discrimination in everything, that's confirmation bias. Literally not a single person has complained about her being female. We have tons of female killers that people love and were received very warmly.
-
No one is upset with them for being a woman, that's just silly.
People are upset with her visually and design wise.
-
It's a bug that's still around. It's been posted a lot in the bug forums. It actually hurts them a lot too.
-
Oh yeah there’s tons of uncounterable things killer has to deal with.
Survivors just pre dropping all the pallets while their swf is gen efficient is quite annoying. Zero interaction going on there, just playing a pallet break simulator.
Or how about all the times you literally can’t hook someone because of poor hook placement or someone died and created a dead zone? Guess you just gotta deal with it.
What about all the loops with low walls or holes in the wall? Zero mind game whatsoever since they can see you the whole time. You’re just eating a time waster.
End game collapse and you’re guarding your hook with 3 up? They’re just gonna body block trade hits for the save. Bar specific killers there’s not much you can do here if the survivors know what they’re doing.
Many things that are literally uncounterable as killer are left in for years while things that require even the tiniest amount of skill on survivor is deemed too much and nerfed. Look at old PR for example, it was deemed too difficult for survivors to literally just let go of the gen as you see the hook animation, something so basic. Now whether you let go or not in time is honestly irrelevant unless they’re running DMS, which also ironically got nerfed for the same reason.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345568#Comment_3345568
I find it funny that your describing exactly what I do vs knight guards. I just loop rocks for 3 spins and grab flag. then hop on generators if the knight tries to pressure me with guards.
I share same opinion that knight should be rewarded more for tracking the survivor and accurate guard placement and less rewarded for zoning. in general, I think zoning is unhealthy and heavily disliked in the game because it has little gameplay interaction between the survivor and the killer. All killer are going to have a few moments of zoning in their gameplay but it should not be the bulk of their gameplay. I think zoning is healthy if it has a mindgame to it similar to old deathslinger gun/ranged killers but not healthy if its forced zoning into guaranteed hits.
I agree.
I really like the Knight thematically but he still feels underwhelming. It feels bad to lose some games where there’s nothing you could have done to change the outcome other than picking a different killer or tunneling someone out asap. Ironically we can apply this to like 90% of the killer roster though.
-
@VikingDragonXii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345632#Comment_3345632
Yea but what worries me is how the upcoming Perk Shakeup Pt. 2 will look like. They touched all Gen Slowdown and Regression perks but left Gen Speed Perks alone. If trends continue we might see more "Nerfs" to regression perks but the speed perks will be untouched.
Also who ever came up with Off Current Progress needs to be taken out back and beat with a cartoonish large tuna and smacked a few times.
I anticipate we will see more regression perk nerfs. I do think they’ll touch some of the progression perks but to be honest those aren’t the core issue. Gens are going too fast because of map design mainly, the progression perks just make it a little worse. I do agree that “current progress” is awful design. Anything they put current progress on is basically a dead perk.
In an ideal world we’d have map designed fixed so that we could tone all the gen regression down, but unfortunately fixing all the maps is like a multi year venture. So strong gen regression is going to need to stay for quite a while.
Now that there’s basically no regression of value left other than Jolt and PR those usages are going to skyrocket as everyone just defaults to them since there’s no other options. This will in turn get those nerfed as well.
They need to do less nerfing and more buffing so that we can have a wide range of viable perks in the meta. They keep nerfing things and keeping the list of viable perks extremely small.
-
Well now that the gen kick meta is gone we're gonna see a sky rocket in usage of PR and Jolt since there's just nothing left and those get defaulted on because everything else is just bad.
Then those will get nerfed because their usage is too high.
I also expect in increase and eventual nerf of Deadlock as well.
-
Both perks are fine, the gen kick meta is already dead with Eruption.
-
I do judge them.
The amount of players that are boosted solely by the fact of being in a swf is quite high. It's playing a version of the game that while allowed, is not balanced around.
Not saying they shouldn't get to play with their friends, but it is in fact an "unfair" advantage and a substantial one at that. If I'm in a swf I have no right to complain about tunneling or anything.
-
@Chilli_man2400 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345581#Comment_3345581
Btw what’s your thoughts on jailer giving incapacitated? It fits his character but I made it short to where it’s not annoying like eruption.
Well I'd only want the guards to chase faster based on how far they were placed, not how long they chased, since that could be abused as anti-loop for quick drops. This rewards the long range snipes.
I personally think that short duration Incap would be fine, but knowing average players they'd probably complain.
The devs are stuck in a weird spot with Knight because if he gets reliable hits with guards people feel it's oppressive getting downed by an AI but at the same time if the guards don't get reliable hits they are on the edge of completely worthless. While I wish their design went a different direction if we're trying to salvage what we have I think the best route is as we've been going which is reliable hits, but those reliable hits are only based on long range guard placements. IE you can get the hits with them, but it requires skilled placement and survivor tracking.
The Banner feels weird to me as well. I watch my games back when there's a streamer and they literally can just circle a rock 3 times and then pick up the flag..it honestly looks stupid and way too easy. I feel like we need either way scarier guards, like they need to get the flag and it's justified, or the flag feels unnecessary for how weak they currently are.
-
The disparity between how fast problematic killer things get nerfed (and into the ground, takes months) and how fast problematic survivor things get nerfed (still meta after a couple nerfs, takes years) is seriously palpable throughout the years of balancing.
-
@Chilli_man2400 said:
Knight really needs these changes he should get buffed with his guards and abilities but nerfed in his anti loop so he’s not boring.
-first off have dried horse meat and map of realm be base kit so that way(along with buffs to guards).
Carniflex=Hunt time is 28 seconds(was 24) and patrol range is 12 meters(was 8).
Assassin=Hunt time is 16 seconds(was 12) and patrol range is 12 meters(was 8).
Jailer=Hunt time is 16 seconds(was 12), patrol range is 18 meters(was 14), chase speed is 105%(was 102.5%) if jailer hits you gain incapacitated for 15 seconds.
-Next buff I would give is make him less clunky to where when you place guards down they don’t get stuck on pallets or walls.
-nerf, when placing a guard you can’t drop them instantly you have to move at least 2 meters before you can let go of your guard(this is to stop the drop at loop playstyle). You can still order kicks at gens and pallets but you can’t just drop guards anymore.
that’s honestly what I would do with him. If it doesn’t work then he will need a rework of some kind.
You forgot Call to Arms base kit, that addon is basically required for the long distance guard snipes which is the entire play style you're trying to get Knight to play and not the anti-loop version.
Other than that I agree. Could honestly use a small speed boost to the guards as well based on distance placed, so no close up anti-loop speed increases.
-
Yeah he still needs a lot of improvements, starting with his addons that are basically trash aside from a couple required ones.
They can literally loop around a rock to hit the flag rofl.
-
That's what happens when you don't balance the game for high tiers. The more they try and balance from the bottom up the more camping and tunneling there will be.
-
The real reason people hate being slugged is because it's an ego check. It's basically a way I've saying I'm confident enough I can down you again. That's why people dislike it, it's nothing rational, all feelings.
-
This the buff I was wanting for it as well but people complain that it’s once again hurting solo queue more than swf. The majority of things are going to hurt solo more than swf though, it’s hard to get around this for every future change to the game, it just is what it is. I don’t know how else to buff blindness otherwise and it does need a buff.
-
It’s some kind of engineer that creates tools/robots he releases to me.
-
This is something that has always annoyed me as well. As if it already wasn’t an unbalanced tile enough but then there’s cracks all through the walls so that the survivor can literally see you the entire time ruining any mind game, super annoying.
Cover all the holes to make it actually a mind game and yeah, add the breakable wall to make it more fair.
-
If you did that you would have tunneling in every single match. We need the game slowed down enough at base for that to be reasonable.
-
The hate of slugging is completely irrational, there’s more to do than when you’re on a hook and it gives you a second chance at life.
-
It illustrates the issue with the abundance of overly safe loops once the pallet in thrown. If most loop were a 50/50 mind game people wouldn't care about pre dropping, however right now most are forced breaks.
-
@ProudRinMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344363#Comment_3344363
Oh hey blueberry 😎
Howdy :)
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344404#Comment_3344404
I complaining that boons are a time investment that require you do side stuff for what can amount to nothing.
You can bring unbreakable and never use it, but you didn't hurt the team.
You can bring distortion and it never activates, but you don't hurt the team, if you are in SWF you can even call out that the killer has no aura reading.
The boon versions require time, they already start at disadvantage, so if you don't get any value from them it's even worse, since you waste time setting the boon at least, if you didn't already wasted time looking for a totem.
Also people don't use them. I don't remember the last time i saw a boon that wasn't COH or if had other boons, it had COH.
People do all types of builds, even if just to have fun and try something different. But not boons, i don't agree that the boon mechanic is fine and i don't think the benefits outway all the cons. And i am almost sure that if bhvr ever makes COH a bad perk, the whole boon mechanic is dead.
You're still just describing people being dumb, that isn't a boon issue.
The reason you see those other boons rarely is because most people are selfish and don't want to run team builds.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344384#Comment_3344384
People in solo queue just set boons in the open, in bad areas where the killer has interest coming, next to gens that people are working and other dumb mistakes. Like i have seen survivors repeatedly set up COH, when i am playing Plague.
They aren't on gens, they let survivors go on hooks and just not helping at all.
Boons are a time investment for survivors to and sometimes you loose games because those players aren't being productive.
Maybe that is the reason why COH didn't get nerfed until now, bad players dying using the perk because they are wasting the team's time.
This stuff happens with COH, survivors complain about teammates setting up COH.
What do you think is gonna happen if it is any of the other boons? Boons will become a dead mechanic and a killer perk, if they don't make some changes to them.
COH is crazy and yes i do think it does to much and doesn't suffer from the problems of the other boons.
Well now you're just complaining about bad players being dumb, that has absolutely nothing to do with boons.
That's like complaining about bad map design where there's a dead zone with no pallets and windows because survivors are dumb and run over there. That wouldn't be a map issue, that would be a player issue.
-
@That_One_Friend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344355#Comment_3344355
I just really hope one of the devs see this or Mandy forwards this to them. Im kinda worried about the Twins rework that they're supposedly working on. I worried they'll completely change their playstyle and make Victor an AI or something.
Yeah I'm not looking forward to the rework, they're going to gut them and remove the slug play style even though it's totally balanced just because a lot of people complain.
-
@BlueHorkew said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344348#Comment_3344348
The problem is that they take time to setup, their range is limited, and can be removed insanely fast. While the self versions are way more consistent and effective.
So no, they are not good and not worth it. And if COH ever gets nerfed to being a bad perk, there just no point in bringing boons at all.
I guess when that happens, survivors can just bring med kits, We will make it or other healing perks and stop wasting time with totens.
Seeing a Mikaela booning the same totem for the 3rd time flashbacks, pls let it end.
"The problem is that they take time to setup, their range is limited, and can be removed insanely fast. While the self versions are way more consistent and effective. So no, they are not good and not worth it."
Which is exactly as I mentioned, the trade off for it being team wide instead of for yourself. They are still better for your team than the individual ones. You're still missing the point.
"And if COH ever gets nerfed to being a bad perk, there just no point in bringing boons at all."
I disagree, most the others still have purpose as a TEAM use. No one saying for CoH to be made a bad perk either, just a balanced perk.
"Seeing a Mikaela booning the same totem for the 3rd time flashbacks, pls let it end."
In the current meta if she's actually booning it that many times that means the killer is being dumb and wasting time snuffing it over and over. Please let the Mikaela continue because it means the killer is wasting time and throwing the game. I don't think you're seeing that the time the Mikaela is wasting doing that with the time the killer is wasting snuffing it is a net POSITIVE for your team overall.
-
High skill cap killer without re-used powers with a new skin thrown on it. It makes sense in terms of saving time and money but lots of stuff feels recycled.
High skill cap killers are good design. They allow high mmr killers to be competitive with the killer but it isn't overtuned for lower tiers of players as those killers aren't good enough to utilize that extra strength.
-
Instead of trying to react to the Spirit sounds when you can't tell the direction of her, force her to react to you.
This is Proactive vs Reactive.
IE you hear her phasing after you but aren't where she's going to go so you fast vault the window, wait a second, slow vault back over. This forces her to immediately commit to going around and now her powers on cooldown with her on the opposite side of the loop.
Don't react to Spirit, make her react to you. You're trying to manipulation your sounds that she's hearing to force her to make guesses.
-
@That_One_Friend said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344329#Comment_3344329
The waiting for 5 seconds after downing someone just to switch back to Charlotte, then waiting 3 seconds for her to fully wake up is painful. I should have added something mentioning that. Nothing like standing still and mashing CTRL waiting for the prompt to come up lol
Yeah honestly even aside from power level it's just "unfun" and a big part of why no one likes playing them. They feel punished for playing well.
In terms of power though I don't think she would be too strong without the stun there. Twins has lots of counter play already and is literally gutted by the current CoH/Medkit meta. I'm not one of those that thinks there's inherently an issue with Twins design as I have no issue with the slugging, there is tons of counter play and it's high risk/high reward.
Ironically to me all the issues that the Twins needs fixing (other than addons) are things that the devs did to them, not necessarily issues at base. IE why they just need to revert all the bad things they did to them and then they're fine. Their issues are mostly self inflicted.
Also the addons of course though, their addons are a mess and most your changes corrects most of the issues I have with them. Biggest issues being all the status effect durations were way too short in duration to matter and them having that "kicking Victor while idle" stipulation rather than including "crushing" as well. Rarely was Victor kicked while Idle, but including crushing makes them way more consistent. Oh and the Toy Sword being required is annoying as well.
-
Boons are hard to balance as they're unhealthy for the game in design.
CoH is way over tuned and gets its value being away from the action. While the other ones are at least healthier in needing to be close to everything but with some being under tuned.
Main one needing buffs is Dark Theory, but what do you do with it? This is one of those perks that with the slightest tweak could go from bad to way too strong very quickly.
Honestly Exponential and Shadowstep are fine. People make the comparison of why run these when you could run Unbreakable/Distortion ect, but that's missing a huge point, it's group wide, not just yourself. If you account for the fact that it's for your entire team and just taking one perk slot instead of one on each person I think that more than accounts for the limitations of being a boon.
Boons are not supposed to be individually better than their personal counter parts, it's supposed to be a weaker version for you, but with the trade off that it effects the entire team with less perk slots wasted.
They are team perks, not self perks.
-
All that sounds perfect honestly.
I'd also add to revert all their nerfs they did to them that weren't needed and no one asked for. IE things like the DS stun we eat every time we successfully down someone and also how Charlotte loses collision after standing still for a set time.
-
I mean corrupt and deadlock base kit but nerf all the gen regression perks effects in half so they are severely reduced, sure.
-
I’d love to run some chase perks but unfortunately most of them are trash compared to just stacking more slow down. There’s only a few worth running like Bamboozle, stbfl and sometimes pwyf.
-
Against bad survivors? Yeah you can win without them.
Against good survivors? No, you have to do one of those. Really good survivors you’re doing both.
-
@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341436#Comment_3341436
I agree on most Killers. That level of aura reading is amazing on Artist. I was already getting injures and downs off of Hex: Face the Darkness and LP which only gave 4 seconds of aura reading on my heavy aura reading build. But, as I stated one Killer is nowhere near enough, to justify a perk being nerfed this hard.
For Nurse and Blight, you're correct. There's no real point to use it unless they're specifically going for a four person slug and no hook strategy. It might buff Sadako condemned strategy though. That's not really a desired outcome from the dev's viewpoint though nor from the viewpoint of anyone playing against them.
It's too bad, judging from the other threads in the forum, that there are so many who can't see there are legitimate reasons to dislike how severe the nerf was and how it only helps playstyles that are already heavily complained about.
Yeah I agree. I could see some use on Artist it’s just similar to blight and nurse where as Artist you’re not typically wanting to waste time kicking gens either. Feels like a bad rework overall.
-
I've always said Jack the Ripper with a london streets map would look amazing in dbd.
-
Most the killers that could actually use this are more of the already top tier killers to begin with, weaker killers aren't using this as they don't have the pressure to capitalize. First problem.
Second problem. Those top tier killers are high pressure killers who don't waste time kicking gens in the first place so they wouldn't be interested in this. The only reason we sometimes saw them kicking gens in the current meta was because of Eruption. That will be gone now.
So I don't see any scenario people would run this.
-
So instead of making it a good choice sometimes, it's just nerfed to never be the right choice lol.
The effect itself could be okay, except they don't understand how costly it is for killers to kick gens. The only reason it was worthwhile was because of Eruption. So the new effect is very bad because now you have no reason to be kicking gens in the first place.
The irony of that statement and DH is palpable though for sure. You could also apply that to CoH, there's no reason you would ever take a different healing perk over CoH.
Also what about Exhaustion perks applying to this statement in general? If your goal is to win there is never any reason you would not run an Exhaustion perk, period. They're way better than all other perks. So does that mean Exhaustion perks need a nerf overall? By their statement they do.
-
@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341188#Comment_3341188
Surge/Jolt is only really decent on instadown killers and even then...it's mediocre.
I had a game on Ghostface on Gideon against an HSFP (Hyperfocus + Stakeout + Fogwise + PTS) 4man and even with Surge going off pretty much constantly, I simply couldn't kill them fast enough. Gens just exploded.
Ugh.
Well, it was fun while it lasted.
What does annoy me though is that this is yet again another example of how differently BHVR treats survivor perks and killer perks when it comes to nerfing.
And yes, it's going to be 50-60% Pain Resonance pick rate, which - as I predicted - will see the QQ train now focus on PR+DMS until they gets gutted too.
Yeah, I'm pretty annoyed about this.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341185#Comment_3341185
Imagine if BHVR treated killer perks like Dead Hard.
There really is a double standard when it comes to balancing both sides.
Overtuned survivor stuff stays in the game for literally years and when it is finally addressed it's like baby touches and they still stay in the meta.
Killer stuff that realistically isn't even that overtuned get nerfed because of lots of complaints and within months while being nuked from orbit to never be seen again.
They're so light handed on survivor nerfs and heavy handed on anything killer related.
-
@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341179#Comment_3341179
No one is forcing you or any killer to use the perk anymore, but you know what ? i'm glad it won't carry mediocre players like old DS/UB/DH did for survivors
I never said I was, I just provided a counter argument to something you said that wasn't accurate.
I disagree it was carrying bad players. It required downs to get any value, ie bad players don't get downs and see no value. We can agree it needed changes, but to say it rewarded bad players is just objectively false.
-
Yeah dead perk now.
We're gonna see PR and Joly skyrocket in use rate as everything else left is trash and they essentially just get defaulted. Then those will be nerfed because they're high in usage rofl.
Eruption is what made kicking gens worth it, Overcharge and CoB alone don't make kicking worth it.
-
@Entitled_survivor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3341171#Comment_3341171
10 secs of aura reading is huge for some killers with high mobility or snipe potential like nurse / huntress/ blight / billy perhaps though i do agree it should get a slight buff like +5% regress or smth ,on the average m1 killer it has now become mediocre
You think those killers are seriously kicking each gen? That's the big part you're missing, kicking gens wastes a lot of time and pressure. It's almost always a bad move to do, the gen kick regressions are the only thing making it worth it and now that's gone. Eruption time back on down was what made it worth kicking before, it's not now.
-
Dead perk.
10% of "current" progression is worthless, you might as well delete the regression entirely, that's basically how useless this is.
You're essentially just running it for the auras, which why? There's better options. In a vacuum the aura doesn't seem that bad but the cost is extremely high. Kicking each gen to maybe get this proc on it is a lot.
-
Grim Embrace has a lot of potential and rewards fair play but the payoff just isn’t there. Similar to what you said it also needs to give a small block for each initial hook on a unique survivor. I’d say 20 on all gens each time myself.
-
I think the perk is fine, it more just illustrates the real issue which is map design.
-
Old spirit was fine.
The game would be better balanced from the top down instead of being balanced for bad players as it currently is.
Eruption has an unfun component with Incapacitated that could use fixing, but as far as power level it isn’t too strong.
Exhaustion perks in general, bar like Head On or BL, are way overtuned and have been for years but people are so used to that overtuned level that they don’t realize how too good they are. There’s no reason you would ever not run an exhaustion perk if you wanted to win, that’s overtuned.
A lot of really good Iri addons that are considered overpowered to many are the golden standard for what other killers Iri addons should be. The majority of the killer rosters Iri addons are trash when they should be their best addons.
At the top end of the game tunneling is necessary to win unless the survivors are playing very badly because of how unbalanced the game is at that level. You can win a lot of games at the high end without tunneling but that’s because survivors do make a lot of mistakes, killer relies on survivor mistakes to win. The only exception to this is the few high tier killers.
CoH is extremely overtuned and boons as a concept we’re unhealthy for the game.
Generally speaking gen regression and slow down perks are not an issue, the issue is most all the other perks being way, way undertuned and not worth running.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340567#Comment_3340567
People grow at different rates and few just play casually over 6 years.
That’s true, I don’t think that invalidates anything I’ve said though.
-
@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3340373#Comment_3340373
We do have separate mmr scores for each killer. But yes the starting score is based on the average mmr of your other played killers. I know what you mean here, you want a killer never played to start at the baseline. Unfortunately that has negative consequences for new players during new chapters. Plus it was tried during early MMR tests which didn't turn out well.
One thing to note, while your MMR is based of other killers at the start. Your score drastically changes based on you first few matches. So while you can start at the top, a few losses would plunge you to mid faster than normal.
That’s why I said realistically, not at all. I know it takes those things into account but realistically it’s not separate mmr’s. I do not want them starting at zero. Maybe 25-50% of normal would be better and I would call that “actual” separate mmr’s. It’s currently giving you a very high blend of your killers at base.
To say prestige like that does indicate skill or time spent “at all” is just objectively untrue. You can say it’s not a good indicator of skill but it does indicate a lot of time and time does have “some” correlation with skill.
This is just like saying mmr doesn’t indicate skill. It may not be very good at indicating skill, but it does indicate “some” level of skill. “At all” or “nothing” is quite finite words.
-
Unfortunately it’s because we realistically don’t have separate killer mmr’s even though that’s how it was originally hyped up when we were told it was coming. Even on a killer you’ve never played you’ll still get thrown barely below your mains mmr. It’s so close that it’s essentially your mains mmr, especially feels like that way when you’ve barely played that killer. Wish we had actual separate mmr for killers, especially since that how was the whole reason we were prevented from switching killers in lobby anymore. Pretty sure most players felt duped on this one. I think it was talked about in one of the livestreams.
-
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3339959#Comment_3339959
Circle of Healing for Eruption is a trade I will make every time.
I'd take this trade any day.