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Blueberry

Blueberry

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Blueberry
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  • He doesn’t really need a secondary power he just needs his main one improved. He’s way, way too slow of a setup and too countered by just one survivor following him around disarming everything. He basically requires both Iri addons to get playable against decent swf groups, not even good, playable. He needs a lot. Start more traps on him, other traps start armed at good spots in loops, self resetting traps, injure in disarm, down on self escaping a trap you walk into while injured, silent trap setting, increase hit box of traps on survivors walking near them ect. As a fail for him getting things like this I do think he could have an increased range of placing traps near hooks to prevent him from hook trapping as easily as he can now.

  • @AverageKateMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3306688#Comment_3306688

    And with that logic we would have to address why playing in a swf is more recommended then solos

    I mean because it’s an advantage, people will always take an advantage. People also like playing with friends.

  • Unfortunately like 90% of Iri addons are just straight up terrible and never used. I’m of the belief that Iri addons should generally speaking be the killers stronger addons for when he knows he’s going against harder groups since you don’t get nearly as many of them. Examples of actually good Iri addons are both Blights, MDR, both Plagues, and Oroboros. Most people would list these as Iri’s that need nerfs but I’d call these the gold standard for what other Iri’s should be. Myers Iri’s while listed quite often as being overpowered to me are just meme addons. Against bad survivors they seem really strong but good survivors are popping 5 gens before you can trigger them with how slow it is and how little pressure you’re exerting since you’re just stalking. They’re fun though, I like the design. Oh and Trapper Iri’s too, both good, unfortunately not enough to save him.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307696#Comment_3307696

    Only if you: A. Know what MMR is and B. Want more of it for some reason.

    What reason is that?

    I’m talking about incentive of killing which is what most people view as winning as well as the devs. I’m not saying that’s good design, just that it is what it is.

  • I find her extremely underwhelming and could use significant buffs. Even her only “somewhat” playable style of slug/condemning honestly only works against solos and average or below one’s at that, decent survivors this stuff doesn’t generally work. It’s more meme than anything and is easily countered. Not sure why she never got her post release improvements and was just left in this horrible state. Personally I think her condemn needs serious buffs/improvements to where survivors actually need to be messing with the tapes. Also, I think they could massively buff the intermittent phasing to make that her skill based antiloop/mind game. Why do they get told when she’s demanifested and near them again? Makes zero sense and defeats its entire point. She feels forgotten.

  • I like this map as survivor, not as killer. I’m sure this opinion varies a lot by what killer people are playing though. I’ll be glad to see it if I’m on a stealth killer for example.

  • @kngv said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307705#Comment_3307705

    Thanks for your response, I have to say the truth that I dont. I only have one friend who plays dbd, so thats not quite possible. I still may try the bots, thx. But in the end.. I dont think it really solves the problem. Yes I might get better, but I will still play against people who are much superior. I ve just tried one more killer game, I had two hooks and the survivors has 4500 hours, 3500 hours and two private profiles.. I just cannot compete againts that, I have no idea how to conter these guys.

    Hmm yeah that’s pretty odd to go against guys with that many hours with how newer you are. Maybe it’s some issue with the mmr system. I do wish there were some higher skill level bots to give better practice in preparing for those groups as the current bots are pretty bad. Unfortunately the only other option would be playing these matches and practicing against those good players. If you keep losing though it should give you easier opponents to make your practice more lucrative. Wish I had better answers.

  • Unfortunately both the distance and the iframe each have poorly balanced problems. The perk needs a rework to something entirely different.

  • Have you tried practicing more against bots or friends in a custom lobby?

  • Blatant cheaters are very rare these days. However the subtle cheaters are much harder to actually prove, you end up second guessing everything. The amount of super sus auto deadhards though is very high. Like literally on their back for 10+ seconds of them holding it and then to still time it on an instant m1, not a lunge mind you, that’s like .25 second reaction timing…super questionable.

  • @illNicola said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307545#Comment_3307545

    So the conclusion I came is that you didn't understand a thing.

    Playing inefficient is wasting time, and nobody wasted time in any game.

    If you can't win without tunneling/genrush and you think that are the only way to play this game I think you lack in skill. Everyone complain about tunneling and genrush, then you arrive and say that tunneling, genrush and so on are good things. In online matches are needed, and 90% of players complain about it, so I wanted to see a possible way to balance the game. If you like being tunneled or tunnel in every game and live with the anxiety of being genrushed, ok, you're problem, but 99% of players would love to see the game back to 2019 state, where both genrush and tunneling didn't exist, or were very little present.

    Bro chill out, no need to get nasty with the sarcasm. I was literally asking the question genuinely. You got so defensive. I never once said those things were “good” as you implied. You’re jumping to conclusions. I don’t know what 2019 you were playing but both tunneling and gen rushing were just as much a thing back then as they are today. For the vast majority of the player base tunneling/camping and all that jazz is not necessary to win, but at high mmr against actually equally good survivors in swf it is if you want to win, that’s just fact unless you’re on a couple exceptions like blight/nurse ect. You’re not winning against those level of players going for 12 hooks and hooking them each one at a time without them playing very badly. I’d love a better balanced game to where we could remove those strats entirely but that’s just not currently where the game exists yet. Hopefully in the future.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307624#Comment_3307624

    Ehhh, emblems are hilariously inaccurate measures of skill. I might still have the VODs, but survivors managed a total of 3 gens in 3 of my killer games when they tested grade based matchmaking last spring. Emblems are context-free tasks to complete in a match with little bearing on the outcome. Just because you can do something doesn't mean you should. A huge part of skill is game sense.

    I’m not saying the emblem system is a good system, it’s very flawed, I’m just saying it’s better than mmr.

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307624#Comment_3307624

    MMR doesn't incentivise anything, because it's not a reward. Sweating to gain MMR, for whatever bizarre reason, by using cheese strats to 'score easy wins' doesn't benefit you. It just makes games harder to the point where you have to use cheese strats becsuse you don't have the skill to play at your level.

    It incentivizes you by bhvrs definition of winning, not by reward of having worse high mmr games.

  • Yeah the emblem system was a better representation than mmr is. Mmr incentivizes cheese with whatever it takes to get the kill or escape with nuances being irrelevant. It’s pretty ironic that after years of going through multiple different iterations of a ranking system that this final mmr one is probably the worst of them all. Like literally even the very first one that was just based of blood points was even more accurate.

  • @Halloulle said:

    I find that silly.

    If I'm the one standing and happen to have wglf up I still gonna pick them up.

    If I'm the one down and I see the killer has no intention of picking, I dc. Waiting out the timer is less of an inconvenience than putting up with that kind of behaviour.

    By waiting out that behavior you mean the killer trying for a 4K?

  • So the conclusion you came to was that if both sides play inefficiently, ie no camping/tunneling/slugging/survivors slow on gens, that the game is balanced with one slow down perk?

  • Love both your scourge Hook perks. Both would be good enough to consider in a build.

  • Most the chase perks are way undertuned. Only ones actually decent to me are Bamboozle and STBFL, and even those are quite situational on specific killers. To be good enough to compete for a perk slot chase perks need to shorten chases equivalent to the amount of time you would have saved by running a slow down there instead, it’s currently not even close.

  • So what’s the issue with these? This is usually an easy match since he doesn’t have any slow down and third seal is gone in a couple minutes at most. This looks like a meme build and a free win for me on survivor even in solo queue so I don’t get it.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307125#Comment_3307125

    It's totally comparable if we go by your reasoning. Don't want to deal with adult material don't play an adult game.

    Now you're moving the goal post to say well the world is mean so deal with it. I'm not "Wrapping myself up in bubble wrap" I'm more than aware there are people out there that wish me harm and have had to deal with many times in my life. Me choosing not to view such slurs directed at me is about being tied of it. I get no value out of it. It doesn't make me stronger. I don't wish to see slurs aimed at me anymore. Why is it so important to you that I do?

    There is nuance and we’re able to understand that 18+ isn’t a literal all encompassing statement. It’s disingenuous to take it so literally when we can understand as a culture there’s exceptions in what we generally accept. Your example is not generally accepted main stream nor in other games, my example is. Also I’d say thinking most those people out there actually wish you harm is generally a stretch. Most these people talking trash to us on the internet do not, they’re just trying to get a rise out of you, and it is it seems. You also implying that I want slurs thrown at you based on my opinion on censoring is extremely disingenuous and not true and you know it. I asked us to be allowed to “choose” if we want to see it, you are still allowed to have it hidden if you want. You’re strawmanning my point.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3307098#Comment_3307098

    Oh, rubbish. While I don't see an issue with making the chat filter optional to suggest that someone not wanting to see slurs thrown at them incapable of playing an adult game is just nonsense. It's be as ridiculous to suggest pornography should be in the game and if you don't like it maybe don't play games for adults.

    That isn’t an equal comparison at all and in almost all games on the internet you have dealt with people talking trash. That’s just internet games. We toughen up and learn to deal with the fact that there are mean people in the world that will say mean things. We don’t need to cover ourselves in bubble wrap, that’s how you get a weakened immune system for a metaphor.

  • There’s isn’t a good reason, it’s childish and hand holding. There’s already an option to turn off chat so this is unnecessary and should at least be optional. If people are that bothered by mean words they shouldn’t be on an 18+ game. Racism/threats and the such should be handled separately and banned accordingly. They’re the easiest thing to show proof of.

  • It should be base kit but not even a weakened version, the current wouldn’t be too much. The game has needed an early slow down for years.

  • I do however think we should be allowed to see who was a swf in post game lobby so we can at least correctly gauge how well we should have done.

  • Just the fact that we can all agree that 90% of killers would all dodge swf lobbies if they could should in and of itself make it blatantly obvious that there’s a serious issue needing to be addressed with swf.

  • They need to remove the stalk limit per survivor, increase the value he gets from stalking far away and lessen it up close, easier to get out of t1, and finally t3 needs built in endurance and brutal strength to be stronger than it currently is.

  • I’d actually even argue survivors have too much vision. They can usually see you coming a mile away and hold w ad nauseum. There should be a lot more line of sight blockers.

  • @Predated said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3305867#Comment_3305867

    Not really, kicking gens isnt that hard. It sounds terrible, but its better than Dead Lock, has better coverager than Jolt etc. The biggest issue here is the communication part, but just switch the "survivors touching the gen" to "survivors within 12 meters of a gen" and tadaa, more value from the incapacitation.

    No it’s not better than those. You also vastly underestimate the cost of kicking a gen. Between walking over, kicking, and walking back you are on average wasting close to 10 seconds chasing no one. That’s 10 sec x4 survivors = 40 seconds. You are losing almost half an entire gen to survivors for EACH kick. Now if you wanna be more generous and assume 1 survivor is on a hook that’s still 30 seconds, 1/3 of a gen each time. That is extremely costly. So it’s not just kicking a gen, that is a hefty cost.

  • If your intention is winning there’s no reason you wouldn’t bring gen regression or exhaustion perks every single game, to me thats a sign of a design/balance issue. All perks in the game should be a weighing of pros and cons match by match and depending what killer, that isn’t the case with gen regression or exhaustion perks. Personally I think we’re required in the gen regression because of poor map design which forces killers to run them to make the match last long enough that they have a chance of winning and exhaustion perks are on every survivor because they’re just overall way overtuned and have been since their inception, compared to other perks the value exhaustion perks bring is leagues higher, ie auto lock on perk picking. No other perks are going to compare to one perk giving you multiple 3rd health states.

  • In most games they’re fine but against actually high mmr good survivors yeah they’re not viable.

  • While attached with Victor all other survivors are Oblivious. Now it’s not a net positive for the team to hold him hostage. Also all perks that are by “crushing Victor while idle” are useless, Victor is rarely ever just sitting there idle to be crushed. This needs to be changed to just simply “crushing Victor” period. The addon debuffs for crushing Victor like blindness and broken need to be significantly longer as well. 20 seconds is worthless, most these need to be at least 60 seconds to have any relevance on the game. Revert the last nerf that made you eat a DS stun on every successful pounce, literally bad design choice and punishing good players. Finally allow Victor to snuff boons.

  • Well for one most killer perks are just bad, this right here limits the variety you see. Secondly killer meta perks are seen so much because it’s required against good survivors with how fast gens go. Ie it’s fixing bad design. There’s more variety with survivors perks because their load out isn’t required, they have the flexibility to run “fun” perks that killers don’t.

  • The problem with this is you’re underestimating the cost and risk of kicking gens. Kicking so many gens for it to only effect one is a massive nerf and a lot of wasted gen kicking time. Why not just change the incapacitated to instead just block the gen and up the regression to 15%? Now it effects solo and swf equally and still let’s survivors heal, do other gens ect as well as having less synergy with gen kick perks.

  • I get that you don't like Eruption, but by that definition of "encouraging tunneling" you could essentially apply it to nearly every single gen regression perk that exists.

  • Like 90% of maps need shrinking, some significantly, some just a little. Map size is definitely a top issue though as well as design. All the maps need to be near Coal Tower size. Coal Tower size is enough that even m1s can exert some pressure. We need to stop holding back design for the entire game based on one or two killers. Map size/design has been the games number one issue for nearly all of dbd’s existence and it still has yet to be addressed. All the new maps have seemingly learned nothing from previous mistakes either, all still too large and bad in design.

  • DH design is just bad in how it makes people have to always play around it, it really just needs to be reworked into something entirely different.

  • That version would suck, terribly. No one would use that. Honestly just change the Incapacitated to instead just block the gen, maybe even up the regression a bit. This change makes it equally effective against swf as it is solos, now allows survivors to do other gens/heal ect instead of just standing there, and doesn’t allow the gen to keep regressing while it’s blocked. The little extra regression, maybe 15%, makes up for the other said nerfs. The issue was the Incapacitated not allowing the player to play the game and hurting solos more than swf, now that’s fixed while still keeping it a good perk. It also now has less synergy with other gen kick perks.

  • I’d rather it just give blood aura reading at short range, something like 10m.

  • CoH needs some kind of rework, it holds back all the other boons from getting improvements. It also single handedly makes hit and run strats on killers unviable and encourages tunneling, that’s bad design. Makes all the other healing perks look like trash in comparison as well, it’s better healing and only requires one perk slot for the entire team rather than multiple people.

  • I mean this happens once every like hundred games if that honestly. So rare to not even be a real issue. Even then, the rare times I do see this happen it’s because of something toxic the survivors did to instigate it or they intentionally crawled somewhere that they know the killer can’t hook from and expect the killer to be dumb.

  • Honestly just revert it’s nerf, that’s all it needs, super easy. No one really thought Ruin needed nerfs, it was just gutted for the sake of its popularity and wanting to change the meta. Ruin didn’t need to be nerfed, we just needed other options buffed.

  • @DashMonsta008XV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304576#Comment_3304576

    What's wrong with getting another Nemesis? Why are you attached to this Nemesis?

    I wouldn’t mind getting another, I’m just realistic on what they would and wouldn’t do.

  • @bunnyfengenthusiast said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3304727#Comment_3304727

    This would literally turn it into the single worst exhaustion perk in the game. Every other exhaustion perk can get you guaranteed value, except for arguably Smash Hit. Turning DH, which is already difficult to use with ping shenanigans, into a once-a-game thing would be ridiculous. DH is fine as it is, I wouldn't be opposed to the OP's suggestion, as it turns pallets into a 50/50 instead of a guaranteed escape for a survivor.

    How's current DH different than if you could use DS on every single chase, ie potentially even more than 3 times?

    Only argument I can see here is that DH actually takes skill. So if the survivor is skilled enough he should get a DS on every chase? Is that balanced?

    I'd actually argue most Exhaustion perks need longer exhaustion debuffs as well if we're gonna compare them. Bar maybe BL or Head On since they're much more situational.

    Why would you ever not a run an exhaustion perk if you just wanted to win? The answer is never, and that should tell you they're over tuned. Nothing should ever be a guaranteed auto lock like exhaustion perks currently are.

  • Honestly I saw another popular streamer mention an idea that was pretty good.

    Essentially you can use DH as much as you want just like now, except once it blocks a hit it deactivates for the rest of the trial. So you essentially get 1 blocked hit out of it.

    Now that may sound extreme, but good players know how actually valuable an entire third health state is. That's essentially a DS for you. Lots of people would still run this, that's how good it still would be.

  • They’re never going to to do this level of a complete rework on him for a killer that isn’t broken. You’d have a much better shot of getting good changes to him if you worked on tweaking his current kit to work better instead of imagining something entirely new.

  • The killers do need way more of a relaxed shared mmr. I can get on a killer I basically have not touched in a year and still get survivors near the mmr of my mains. A Myers is never going to be competitive against a Spirit mmr group of survivors for example. It makes me not want to touch some of the weaker killers as I already know the kind of match I’m walking into. At the very least add in a good mmr decay that happens on specific killers you haven’t touched much.

  • I think if we did a bit of a rework to CoH to make it more balanced we could in turn buff the other boons, CoH holds back all other boons. A range increase as you suggested could potentially be okay. We need to do something about boons on upstairs floors though like on Eyrie for example. Completely busted. I’d like a test of this on a PTB to know for sure.

  • All it needs is the 5 seconds back, everything else is fine. “Until the gates are open” is back to being abusable again.

  • @Legion_S_Tier said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3303185#Comment_3303185

    if he had the increased distance between traps and hooks i think it would be a great addition for him. And yes while the situation i mentioned is slightly unrealistic on some maps such as lerys or badham there are gens where only one person can use.

    I’d rather balance around 99% of matches than the 1% that can happen. It’s a low enough chance to get that map and those specific gen rng layouts to be of relevance.

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