Blueberry
Blueberry
About
- Username
- Blueberry
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330511#Comment_3330511
Chase one person until they are removed. At least 2 people in the lobby actually play the game when you do that
I’d actually choose the other, 3 gens are very counterable
-
Feels better but still very, very bad.
-
Really wondering what they’re going to do with all the stealth killers now. They were already some of the weaker killers in the game and now this hud change hits them a lot harder than the rest the roster. At this point they need really significant buffs.
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329642#Comment_3329642
It isn't a free health state every 40 seconds. It's a 50/50 mind game.
It isn’t a 50/50 mind game when there’s enough time to react between the animation and it landing. Are we holding off lunges for m1 taps? Okay well now you just gave them the extra distance that old DH gave.
-
@RainehDaze said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329860#Comment_3329860
I recall everyone saying that a perk would be a terrible fix when CoH initially came out.
Yup they did.
-
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329709#Comment_3329709
Honestly adding the perk Shattered Hope was a mistake - unless they decided to give killer a 5th perk slot that had to be either a totem or a totem related perk.
For a while killers would just run Shattered Hope in the slot until nobody ran boons. Then they would run a hex perk. Then the cycle would repeat: killers would ran Shattered Hope and nobody would use Boons.
Oh yeah I agree as well. We all told them that on release of Shattered Hope.
-
If it really is that rare and really isn’t that significant it shouldn’t be an issue showing it since after all we can prove the killers have been making it up in their heads all this time and just coping right?
Realistically we won’t see it because not seeing it allows the games problems and disparities to be covered up better. It’s essentially the same reason they won’t show peoples mmr. The whole increasing toxicity reason is a scapegoat.
-
@Rogue11 said:
No thanks, I'd rather not have that dumpster fire of a mechanic ruining games for the sake of something that might happen once every 200 matches or so.
Seriously. The scenarios they are trying to prevent with this change are like .1% of matches for a mechanic that will make most matches much less enjoyable.
-
Hopefully that update never comes, it was pretty unanimously hated and a terrible idea. It will be the worst update they’ve ever released. A collective of veteran players would have told them it was a terrible idea before it even got past the brainstorming process.
-
@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329093#Comment_3329093
CoH and other boon perks would be "ok" if the killer destroyed the bones when they snuffed the boon as a base kit feature.
It's utter nonsense for a killer to gamble 1/4 perk slots to be able to destroy a boon if 1/16 survivor perk slots is a boon. Imagine the reverse.
Imagine not being able to break hex totems because you can't overwrite them with a boon? If that sounds broken then you know CoH is broken.
Totally agree. I wouldn’t have an issue with it if the breaking effect from Shattered Hope was base kit, but as you said wasting a perk slot on that is ridiculous.
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329349#Comment_3329349
Botany was definitely a nerf. You trim 1.5 seconds off a heal compared to old Botany. For that you get a negative to you're medkit charges. Definitely not worth the trade.
Worse with a medkit, better without. Even if I give you Botany, when you said “gutted all the other healing perks” you literally only meant Botany and SC? That was it? That wasn’t even a minuscule fraction of the healing perks in the game. So they did not gut all the other healing perks.
-
@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3329093#Comment_3329093
Tbf it makes the other healing perks look like trash because BHVR gutted the other healing perks to the point they're useless. Inner Healing is the only decent one left.
Which ones are you considering gutted other than self care? Botany knowledge I wouldn’t even call a straight nerf. Inner healing is a decent one and was good enough to make it into the meta before CoH yet even with being good enough once CoH came it vanished since it looks bad in comparison.
-
Anyone with a good grasp of DBD's balance understands how overtuned CoH is. Compare it to any other healing perk in the game and it makes them all look like trash in comparison.
It also single handedly makes the entire hit and run play style non viable. As well beating down killers that rely on this play style, which mind you are generally some of the weaker killers in the game already.
CoH's sheer existence in a game encourages killers to tunnel because injures are meaningless. With CoH you can typically heal faster than most killer can even land the hits.
Bad design.
-
I’d actually say those are two of the most balanced killers in the game. Not to mention also two of the highest ranked in terms of fun to play against by “most” survivors, at least in the top 5 anyway. That’s as good as it gets. Gold standard for other killers to be.
-
I mean yeah it’s unfortunate and we’d like changes but that’s what happens when the game is balanced around kills. If winning is kills people will go for kills. That’s why the game should be balanced around hooks to encourage people to go for hooks. It’s annoying I get it but it’s a development issue, not a player one.
-
Honestly the whole finisher Mori and Unbreakable at base thing needs to be scrapped. It causes a lot of issues and solves no realistic problems.
-
I play both pretty equally but you said to pick the one you enjoy playing more so I picked killer. I like having more of the outcome determined by me rather than relying on teammates. I also enjoy it more because I can swap killers and it makes the game play more fresh whereas survivor is almost always the same loop.
-
He’s still terrible. They buffed a play style that is unviable and you wouldn’t want to do anyway. Even if you max distanced the orb right on top of them to get the hunt faster you still aren’t getting a hit. What did you gain? Now you’re an m1 killer with no power in order to just waste a little bit of a survivors time? Pointless. He has way too easy counter play that isn’t even rewarding. His skill ceiling is laying on the floor as he has no nearly no skill expression. Your skill cap is putting the AI down into a hunt and then what? Pincer the survivor with the two? Even IF you happen to be in a corner where you can do this and they don’t just hold w it takes way longer to get the hit than other killers would. He’s just way too weak, too much counter play, addon dependent for starting a hunt with most his addons being trash anyway, and just flawed in design. Guards getting hit too easy would be oppressive and with no skill from you and guards that don’t get hits are a near useless power. He needs lots of buffs to not be terrible but he even more so needs a functionality rework since he’s badly designed and won’t be fixed with just numbers
-
He needs more than minor buffs/changes. He needs a rework as the base way he functions is flawed, it’s more than number changes. He’s also very weak still. Probably the lowest skill ceiling of any killer in the game too, he has like no skill expression.
-
One of the better designed killers they’ve ever released. Strong, high skill cap, but with fun and fair counter play.
-
Instead of equalizing all sounds I actually think the guys should all be quieter than the girls since their character models have the disadvantage of being so much larger. Gives it a trade off. Easier to hide or quieter sounds. With all sounds equalized playing a male survivor is just universally a disadvantage and I wouldn’t say it’s minor.
-
@Chilli_man2400 said:
Myers is actually pretty easy to buff. He doesn’t need a rework he just needs little tweaks. Here’s what I would do
-When you reach tier 2 or tier 3 it now acts like Onis blood fury where you can activate it when ever you like. Bring back the old Myers sound when he’s close to leveling up with this.
-when a survivor does any conspicuous action there stalk juice will go down. This is so Myers never runs out of evil within in a match.
-When Myers is in evil within III his breaking speed is increased by 20% and pallet stuns are reduced by 50%. Does not stack with Enduring, Brutal strength or fire up.
^ This is exactly what he needs.
I’d personally also increase his stalk when he’s further from his targets instead of how it’s the opposite right now. Encourages more of the stalk theme.
I know some people want some improvements to the ease of leaving t1 as well.
-
Either bring it back to the old 200% or make it not a hex. Honestly 100% even if it was permanent is like really, really slow. It also makes all the gen kick perks unplayable. I don’t think most people realize how little 100% regression is.
-
For how high risk hexes are like 95% of them are terrible. It’s supposed to be high risk/high reward, not high risk/low-moderate reward. I mean like 25% of them are so weak they could literally not be hexes and they still wouldn’t be overpowered, that’s how undertuned they are.
-
This has made the new Boil Over quite annoying. I’ve already had multiple matches where they run to the tops of buildings where you can’t hook from or to corners of the map. It’s intentional trolling.
-
I think I’m a little over 9,000 now. I’ve probably got close to that in WoW over many years. Not much into anything else. Dbd kept my attention more than other games.
-
I just hate the rng of scourge hooks too much. Sometimes you get good ones and some times you barely get any value at all.
-
Boring to face but also very weak.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327122#Comment_3327122
https://www.youtube.com/watch?v=Vv3I9hHLblE
I am going to take a guess that base regression is slow because of 3 generators.
I mean that’s a pretty extreme outlier video. Like I play way, way more than the average person and I’ve literally never had a game like that. I think most 3 gen issues aren’t a game issue but a player skill issue. I rarely ever have issues with them and when I do it’s because either me or my team made mistakes. That said, I would make some changes to the 3 gen perks, I’m just saying that I think the issue is exaggerated and people don’t want to take responsibility for how much of it they cause.
-
People vastly overestimate how strong it was on plague and legion. Was it good? Of course. But it was not too strong on them, it still wasn’t even as good as the current gen regression meta, it was just good enough to be a separate option to choose from. Just seeing the red regression bar makes people feel like it’s doing way more than it is. When they nerf killer synergy like this it just ends us up with every single killer running the same regression perks. That variety we had was a good thing.
-
I still think the map is a bit unbalanced towards survivor but I do think it is a big improvement and much more manageable then it was before.
-
It’s actually 2.5%, but yeah, basically nothing. Even with 2.5% kicking a gen without other perks is almost always the wrong play. When you account for the time you waste walking over and doing a kicking animation 2.5% regression still nets you a loss of time. I’d like to see 5%.
-
If anything it needs a buff, not a nerf.
Currently at 5% using your power to kick a gen is almost never the correct play.
-
I do feel like it’s improvement. Just went from extremely survivor sided to very survivor sided. It’s a step in the right direction, just not far enough.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326137#Comment_3326137
I do not understand how you expect killers to be more challenging to play against if the average player struggles to escape the current killers in the game. There is lack of incentive for them to make killers stronger to play at SWF competitive level if average survivor does poorly. Its sort of like, why bother? you have to make concessions in making average survivor stronger for you to get stronger killers close to swf level. Their icon is step in doing that, but I do not think that their current level of information matches that of a swf in term of efficiency. As a result, swf matches for killer will still be a lot harder then soloq matches.
You're misunderstanding the points I've been making.
I never said they shouldn't have done these changes.
The only thing I've been debating with him here is the definition of "QoL" and whether these changes were QoL or a buff.
-
@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326137#Comment_3326137
Let's say they reduced all Exhaustion perks cooldown by 10 seconds. This would just be a buff because it doesn't make the game FEEL better to play, just easier. These changes make the game less crappy for Solo Q to play and help them play with people they have zero communication with. Yes it can be considered a net buff too, but the main intention is QoL.
Maybe this means we can actually tone down SWF in some way in the future, as the disparity between Solo and SWF after these changes will still have a big gap.
So it seems your main argument for QoL over buff is the "intent" of the change, would that be correct?
I'd argue the only reason the HUD information FEELS better to play is because it makes you more efficient, IE stronger. I guess my main point is I think you're misusing the term "QoL". As in your definition of QoL isn't what it actually means.
They will never be toning down SWF, that just isn't going to happen. Punishing people who want to play with friends isn't going to be a thing.
-
@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326048#Comment_3326048
That's clearly just a straight up buff. Come on now. QoL changes improve the gaming experience in different ways than just buffing. That was more the point I was trying to make.
Buff = JUST making things stronger
QoL= making things better and the experience more enjoyable
I see a difference but if you don't, hey different strokes I guess.
So you don't see telling all the survivor nearly exactly what each other are doing at all times as "just making things stronger"? That is exactly what it's doing.
We can "also" say it is making the experience more enjoyable, but let's be honest, why is it more enjoyable? Because you can be stronger and more efficient from that information.
I feel like trying to call it just a QoL would be extremely disingenuous.
A QoL change would be something like having your loadouts pre-saved in order to waste less time. That isn't stronger, it's just convenience. That is what QoL is. QoL is feel good/convenience changes, not power.
-
@Orochi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3326019#Comment_3326019
She's saying it that way because it can be considered QoL or a buff, depending on how it is used.
1. I've died on first hook plenty of times running Kindred. The only person willing to save gets found and the other two see it, yet still sit on their gens. They have the info and still choose not to use it and give the Killer two free hook states. Also the problem of multiple soloq'ers running it and wasting perk slots is gone, I see that as more of a QoL change than a buff.
2. Alert still shows you exactly where the Killer is and what area pallets are being broken in. That is still valuable. This perk is not run too much but it will still do its job after the change.
3. Like I said before, I feel Bond is used more for evil than good. So if it gets used less, that is a QoL change at least from my gameplay experience.
I'm not going to downplay it like it isn't a buff but again, can also be seen as simple QoL changes too.
Devils advocate here:
So hypothetically if you gave survivors a 3rd health state "you" would say that "could" be considered only a QoL instead of a buff because a person could potentially just run into a wall and be dumb? Rather than it being objectively a buff?
-
"but what can you do with that information?"
Literally tons.
It makes you hyper efficient as now you always know exactly what you should be doing. IE hook saving, doing a gen, not worrying about getting jumped ect. This makes your team way more time efficient.
If people don't find this information helps their games much it's a skill issue going on, not a solo queue issue. This is way more than a QoL change, it's a significant buff.
-
Been wanting this forever.
-
Distortion definitely doesn't need buffs. It is extremely rare to ever run out of tokens and have your aura shown. I can't even remember the last time that ever happened to be while running the perk.
-
Killer is definitely not too strong, it’s actually the weaker role. It only seems the other way around early on when survivors don’t know what they’re doing. Once you get higher in mmr where you and your team know how to play survivor is definitely the easier role by quite a large margin. This skill curve tends to give newer players a very skewed perception of the game early on.
-
That does not match the data usage rates we have for the perk even remotely close. You are an extreme outlier if you’re serious about that.
-
@DoctorMadness said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323953#Comment_3323953
Literally 80-85% of my matches is eruption/CoB
Per the data usage rates we have Eruption should average about 25% of matches so you are an extreme outlier in being unlucky if you’re serious about that number. 25% matches about the rate I see it as well.
-
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323990#Comment_3323990
Yea, i was being a little extreme but matches with the unholy trinity of kick perks really can make matches 35+ minutes it's very miserable
Are those matches really that common though? I play way, way more than the average player and I have literally never even once seen one of these types of matches. Surely if this was such a pressing issue I’d see these matches more right? I play like all day every day.
-
@Steakdabait said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323953#Comment_3323953
you could see eruption only 25% of the time and those matches would still be most of your play time due to how eruption users main goal seems to be to waste as much as your time as possible sitting around a 3 gen
I mean that’s being hyperbolic don’t you think? Their goal is not to waste as much time as possible even if it may feel that way. They’re drawing the game out long enough to burn through the pallets and one of the survivors slips up and they can capitalize. They’re trying to win, not be malicious.
-
@tommy_n8 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323974#Comment_3323974
and you got one, at least half my games, 3 in a row just now. And how often do I get hit on average? Well as Im a solo queue player as I already explained, and I dont have a crystal ball which I can pull out my ass to see when my team mates are going down then... a lot?
Dude I get it your mad about your matches, you don’t need to keep taking your anger out on me and being sarcastic. I’m not trying to trigger you, I’m just asking questions genuinely. I play solo queue entirely as well. Roughly how much is a lot? That can be something entirely different for different people. Like is 4 a lot or is 10 times a lot? It doesn’t have to be exact I’m just trying to get a rough image of the match you’re experiencing.
-
@tommy_n8 said:
At least half of my games. Im glad that you dont find it unbearable would you like a medal?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323953#Comment_3323953
Actually no not a medal, I’d prefer a real answer instead.
-
Don’t get me wrong I’d make some changes to Eruption, but how often do you realistically see Eruption in matches and how often do you get hit by it on average? It’s meta don’t get me wrong but it’s not nearly every game and even in games with it I get hit maybe an average of 2 times? Not that much anyway. It’s just not nearly as unbearable to me as a lot of people seem to feel like.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323722#Comment_3323722
it's 2s. First second you are locked in animation making it "useless time". For all intends and purposes you can consider DS to be 2s instead of 3 (with maybe exception of your team progressing the gen 1s longer). If survivor did not get any drop animation after DS was used OR if he could actually move during the animation, then we could talk about 3s effect.
As it stands, DS is almost a joke. It's all about if you have 2 other perks that make it kind-of usable to some limit (where DS's role is not the stun any more, but reset to bleeding status), or if you somehow fell down next to pallet (well power struggle would do the same job) or window, but it's at most 1-time use now.
DS nerf is another reason why I think devs don't really take into account survivor's expecience at all. The one reason why killers did not tunnel pre 6.1 is gone. There's 0 good reasons why not tunnel. And people are now surprised why so many killers tunnel and why killer queues take longer then survivors most of the time. Well good morning. How could it be any different?
What do you mean zero good reason not to tunnel? I would personally do more to prevent tunneling don’t get me wrong, but there are more reasons not to tunnel than pre 6.1. OTR is literally just a better DS and they implemented base kit BT as well. It’s harder to tunnel now than it was pre 6.1. Also, survivor queues are much longer than killers for me, my killer queues are instant. I’m not sure where you would get from their changes that they don’t care about survivor experiences. If anything their patches are generally much harsher on killers.