Avatar

Blueberry

Blueberry

About

Username
Blueberry
Joined
Visits
0
Last Active
—

Comments

  • Not sure if I’d put him as the worst in the game yet but he’s definitely competing for the spot that’s for sure. The fixes he needs aren’t just numbers, he has many straight up design flaws.

  • D tier? Pretty early still but even a C would be extremely generous imo.

  • I think you’re making this way more complicated than it needs to be and making more work for them then they’d be willing to do. Honestly since they can’t make good totem spawn spots just make it so the hex perk doesn’t light a totem to be cleansable for the first 3 minutes of the game. Easy and quick solution. Also most hex perks need significant buffs in general. Alternate solution, just make all totems appear as dulls to survivors so only the killer can tell which ones are the hexes. This makes them waste more time potential cleansing wrong totems and also makes the totems harder to find as more times than not you find them through hearing them because they’re extremely loud and glowing from across the map.

  • Very weak and boring.

    Encourages hold W game play which is boring for everyone.

    Gives too much information to survivors which in turn makes his skill cap very low. If survivors didn't see his green orb and the radius around his minions his skill cap would be so much higher.

    Why is it again survivor get a speed boost and Endurance from touching the flag? Completely illogical.

  • @sizzlingmario4 said:

    Not a bug. The Stranger Things perks are all general perks now. Even if you own the ST characters you have to get them individually on all characters like any other general perk.

    That seems pretty stupid for the people that already had him P3'd prior to that change.

    Also, the perk is listed as "Demogorgon Perk", not a general perk when you hover over it.

  • Not good enough to warrant a nerf.

  • I was until I saw the changes from PTB. Barely any buffs worth mentioning and none of the core design issues fixed.

  • Like 90% of hex perks are terrible and way undertuned for having the downside of them being removed so fast. Most of them need significant buffs to be worth their risk. Also, they need to just not have any of the hexes lit on totems for the first like 3 minutes of the game to guarantee at least some value. Oh and we didn’t even get into how trash totem spawns have been and still are for like 5 years now. A completely ignored problem despite being said that’s it’s always being improved on. Hex perks are supposed to be high risk/high reward, instead the vast majority of them are high risk/low-average reward.

  • Well their original reasoning was because killers would have separate mmr’s…until it was released and they gave every killer “nearly” the same mmr as your highest killer..ie completely defeating the entire point of why they prevented you from switching in the first place. If we had “actual” separate mmr’s between killers the feature would’ve made sense, but here we are. They aren’t literally the same but it keeps them all within a pretty small range of the highest to where it’s basically the same. I believe they mentioned this in one of their livestreams, can’t remember which one.

  • I’ve yet to even once ever see the bonus on for killer at all, always up for survivor 100% of the time for me. Survivor queue has also been much faster.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3269905#Comment_3269905

    which would be an easier fix: changing all maps to be equally favourable, or just reworking the offerings

    Honestly, it would also be LESS bad if the "no give us a random map" one was more likely than any individual map. I just don't want the other team to consistently do stuff like pick glenvale for flashlight nonsense or going to The Game freakishly often?

    Albeit I guess you'd then need to do something about the weighting anyway because of the 4v1 nature of how easy it'd be for a team of survivors to always have that one if it was common.

    It’s true that balancing maps is the more time consuming route, but let’s be honest with ourselves they aren't ever going to be removing map offerings entirely, it’s an integral part of the game. We just need maps balanced, that’s the core problem, but yeah it’s been the core problem for the last 5 years.

  • I like having map offerings to play around. That said, it’s quite silly that all map offerings are weighted equally in a 4v1 game. A map offering from killer should be weighted heavier than a single survivor offering. Also, less of the issue is with map offerings themselves and more of it has to do with how wildly unbalanced some maps are, ie if the maps were pretty well balanced offerings wouldn’t matter nearly as much.

  • @Nick said:

    It does need some slight improvements though.

    • Should also work while Mending
    • Should also work when getting healed by another Survivor

    This ^

  • Ideally they would as they should put more value in hooks, not kills, as hooks are more reflective of skill than kills are.

    However they consistently (and have for years) made changes to de-incentivize the killer from pursuing chases, IE forcing the killer back into camping/tunneling/slugging.

    So they simultaneously say/imply they want those things to be less prevalent while also actively nerfing things that reward killers for good chases. Their goals and changes they implement are in complete opposite directions.

    This is why currently against actually good survivors you are forced to do some variation of camping/tunneling/slugging as is it required in how they balance the game. They do not balance the game where 12 hooks is even possible against actually competent survivors.

    So in an ideal world we'd make it where that was possible and simultaneously nerf camping/tunneling even more. IE we'd need significant killer buffs if we were to essentially make tunneling/camping non viable as it's currently required. However, we've been telling them this for literally years and you can see where we currently are with all that.

  • He barely got buffed at all with none of the changes having much of any real impact whatsoever and none of his core issues in design were addressed at all. Lots of design issues already at release, feels bad.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3268605#Comment_3268605

    Pain res got nerfed because it gave a loud noise notification regardless of whether or not a survivor was repairing the generator, which meant the killer got generator regression and had a solid direction to go to after hooking a survivor.

    No, that's not why it got nerfed. It got nerfed from it's synergy with Dead Mans. If Dead Man didn't exist the perk would've never been nerfed.

  • Why not just make it trigger like 2 seconds after a survivor goes down instead of instantly?

    Now it has easy counter play.

    However, we also had nearly that exact counter play to Pain Resonance and that still got nerfed anyway because it was "too difficult" I guess.


    This all said, the killer is already only getting the reward if he downs survivors, IE playing well, of which that is good design. It also requires lots of wasted time kicking gens AND runs the risk of no value if that gen gets completed after kicking it before you can down someone.

    It already has costs, risks and requirement associated with it.

    I think there are a lot of other perks that are bad/unhealthy design that need changes much more than Eruption.

  • Shouldn't work with toolboxes, otherwise it's fine imo.

  • Trapper is just so ridiculously outdated, like way outdated. You could make both his Iri addons base kit and he would still be only average, that should illustrate how bad he is. Start there, start his traps on the ground armed and instead of in random spots make them spawn in doorways/windows ect, increase the amount that spawn, increase their hit box radius to prevent people slipping past them, placing a trap is silent, and traps are significantly harder to see. Throw him all that and now he’s almost decent. If he gets all this, increase the radius that traps have to be from each other to reduce the “place 10 traps around the hook” play style since there will now be a lot more traps on the map and this will force him to spread them around more rather than stacking them so hard.

  • It’s effect is nearly useless. Make it just slowly decrease your TR per token, period, not just while in chase. Something like 2m per maybe. Also, tokens shouldn’t be removed when the perk deactivates.

  • Looks pretty unanimously hated by the community. I think it’s all a bad idea myself. The auto Moro takes out lots of last minute self unhooks, self pickups or hatch crawls that are clutch. Free Unbreakables is also just a flat out terrible idea, shouldn’t have even made it past the white board of ideas. A reason of avoiding times where all the players are left to bleed out is just nonsense, in literally thousands of hours I have only ever had a game like that 2? Maybe 3 times? Not worth even mentioning in other words.

  • Not even exaggerating when I say about 90% of the perks on both sides need reworks or buffs. The vast majority of the perk roster are either significantly undertuned or poorly designed.

  • Better than the old version? Yeah, sure.

    Was it a good change though that fixed the core problems with the perk? No, it wasn't.

    Still a problem? Yeah, it rewards bad players with undeserved kills and artificially inflates kill rate statistics skewing the perception of the games balance. Not an OP perk at all, just an unhealthy designed perk.

  • She'll be better, but no, still too much counter play and addon reliance.

  • Well for a point of reference any chases lasting longer than 25 seconds is losing you the game as killer against even semi decent survivors. However at the same time survivors would say that or anything less is way too short. How do we fix this? Slow the game down enough to where the survivors are able to have longer chases without it costing the killer the entire game. Also of side note, how many killers are actually strong enough to get a hit in 25 seconds or less? Barely any of them, hence why so many killers are considered unviable against good survivors.

  • All 4 survivors could be running zero perks and still have the advantage to illustrate how skewed it is. So no, 1 perk extra wouldn't be enough.

  • There's some issues but they got the right idea. They just only went about 20% as far as they needed to go.

  • Don't see why I would anything other than slow down still, most all the other killer perk changes are still overall bad perks. Dark Devotion, Coulrophobia ect, literal memes. Those aren't actually winning you games, they needed more.

    Now if I'm on an M1 killer sure I'll throw a STBFL or Bamboozle on, but that's about it.

  • Still very good for skilled players but will probably be bad for most players that aren't very good at the game.

    It just requires more skill to use now.

  • They aren't going to simply remove a perk they put all that time into.

    What we should be having a poll for is reworking it. You're wasting your time asking for it be deleted.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/3051150#Comment_3051150

    Plunderer’s does increase your chances of a rarer item, though - even though it’s not related to the luck system. Up The Ante does not. Sounds to me like he is asking for PI to be deleted/reworked, and its chances of a better chest item integrated into luck so that luck offerings and perks would have a better place in searching chests.

    https://forum.deadbydaylight.com/en/discussion/comment/3051194#Comment_3051194

    How would you suggest buffing/reworking them? If you buff luck percentages too high, people will be rescuing themself off hook a lot easier for much less risk.

    The buffing was more related to the fog, not the Luck. However I think the Luck just needs a rework for something totally different, not sure what.

  • I’d rather them both just get buffed/reworked to be relevant rather than removed.

  • We should've had MMR decay from the very release of MMR.

  • Agreed. Way too weak to exist as a hex totem in its new state.

    If it releases like it is on the PTB no one's going to be running this perk anymore and you want hex perks to be relevant as it gives the survivors extra objectives.

  • Map design is and always has been the number 1 biggest issue in the game.

    The majority of maps are way too large and tiles too strong lacking realistic mind games once the pallet is thrown which in turn makes most pallets auto breaks.

  • There are too many pallets in general.

    However, I'd say the issue is less about the amount of pallets and more about how overly safe the majority of the pallets are. Like 80% of the games loops aren't mind gameable once the pallets thrown and force a break. That's bad design.

  • Gift of Pain is only the first time healed and only until injured. Pretty irrelevant and still not worth running. The only way you're getting good value out of this is if you're losing really bad and have no map pressure. Perk would need to apply on every unhook after healing to be relevant, not just the first. The fact of requiring a Scourge Hook also isn't irrelevant as spawns can be terrible on many games.

    Dying Light is a meme. The game is over before this becomes relevant.

    Thana buff is nice but it's only really strong on those 2 killers which are already not that strong in the first place. They could use the buff.

    Keep in mind stacking all this slow down might feel bad, but it also means they aren't actually stacking gen regression. So they may repair slowly, but you're not losing progress.

  • I'd rather them just make all totems appear as dulls to survivors. Extremely fast and easy fix to bad spawns.

    Most the time you hear them rather than see them because of the crackle sound and now survivors would waste more time cleansing all totems since they can't tell which one it is.

  • We can typically call it whether there’s a noed or not before the last gen simply by how well the killers playing. If they’re terrible and getting trashed there’s usually always a noed as that’s the only way they got their mmr so high in the first place. It artificially raises a lot of peoples mmr higher than they should be.

  • @Tryharder said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029749#Comment_3029749

    honestly I think old ds is more broken at egc especially with perks like unbreakable and soul guard. Otr is just a endurance effect. Maybe take away the speed boost from endurance or don’t give killer an attack recovery animations for hitting a survivor with endurance effect. Honestly it should just deactivate during egc or atleast have more requirements to activate it

    Just turning off after the 5th gen like DS is probably the easiest to do solution.

    I also liked the idea I saw someone else mention where it only works for your first unhook. This gives makes it so if the killers bad or you're way better you get rewarded by still having it active at end game and giving you a free out but not if the killer plays better earlier in the match and plays more fair by spreading hooks around so no ones at first hook in end game. I like perks that encourage healthier game play like that.

  • Since after 5 years we still can't figure out good totem spawns the best solution is to honestly just make them all appear as dull totems to survivors. This makes them first have to actually see it, not just hear it which is more often than not how you find it and secondly it means they'll waste more time breaking totems as they aren't sure which ones the real one.

    Probably the best bandaid fix we can get.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029953#Comment_3029953

    Camping doesn’t give free kills?

    So when A Huntress just holds her hatchet and waits to down someone that isn’t a free kill? What do you call that then? A Concenient kill?

    I did read through what you typed that is the whole reason I don’t agree. You are finding every little technicality you can with a perk, so if someone gets unhooked and then killer continues to chase that same person, they should keep DS. I mean if we believe in not wanting free kills, because everyone knows that just because you have DS means you escape by using it. It is very dependent on gate location, map RNG etc.

    Free kills meaning no counter play vs equally skilled players.

    Does camping have counter play? Yes. Hence not free kills.

    Is it too easy to camp/tunnel however and should it be made more difficult to do? Also yes.

    There's more nuance here. I feel like you're making it more black and white while there's quite a bit of grey area in the conversation.

    "You are finding every little technicality you can with a perk"

    Yes. It's critical thinking.

    "so if someone gets unhooked and then killer continues to chase that same person, they should keep DS."

    I see why you don't like this and during mid game I agree. In the end game however this is where the skilled interaction of body blocking comes into play as well as timing grabs. You also do still get the free basekit BT here as well to help with that. This is a difficult nuance to balance as we have to find a middle ground where it's not too much of a free kill but also not a free escape which is what I'm making an argument for here. Just saying they keep DS isn't a middle ground argument as that's just a free escape as well.

    "I mean if we believe in not wanting free kills, because everyone knows that just because you have DS means you escape by using it. It is very dependent on gate location, map RNG etc."

    Well typically by the gate is where you're going down as that's where all the interaction is taking place as after the last gen that is the objective location now. Just saying I'd give it less rng than you are.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029796#Comment_3029796

    Free kills, like when killers camp? Got it.

    Since you guys wanna get technical, killer is still camping at endgame so DS should not deactivate.

    Funny how a playstyle which isn’t a perk (so it doesn’t need to get brought in) doesn’t get the same argument in it’s technicalities.

    Meanwhile you want nothing to stand in your way of stackable endgame perks.

    "Free kills, like when killers camp? Got it."

    I guess you really haven't read my posts. That isn't what I've said, at all.

    "Since you guys wanna get technical, killer is still camping at endgame so DS should not deactivate."

    Camping does not give a free kill, DS does give a free escape. I have still said I wanted camping/tunneling changes as well anyway.

    "Funny how a playstyle which isn’t a perk (so it doesn’t need to get brought in) doesn’t get the same argument in it’s technicalities."

    It literally does, are we on the same forums? Posts on it 24/7. Most the forums literally agrees that comping/tunneling needs addressing myself included. The game simply needs balance changes to accommodate this.

    "Meanwhile you want nothing to stand in your way of stackable endgame perks."

    What are you even talking about? I have never said a single thing about this. I even literally said on this page I wanted NOED gutted...

  • @Aven_Fallen

    "Buffed BT is nothing. Sorry, it is 3 seconds more and a bit of Haste. You still are required to run BT if the Killer is camping. And I mean actual camping, before someone comes up and claims I would go for rushed Hook Rescues..."

    It's literally not. If you read the perk it adds 10 seconds on each buff. IE base is 5 seconds of Endurance and 5 seconds of Haste. Running BT you have 15 seconds of Endurance and 15 seconds of haste. 15 seconds more is not 3 seconds more, or even close.

    With the Haste effected added for increased distance the basekit BT is giving you nearly the same distance essentially as actually running old BT, which did preventing tunneling pretty well. So to say required to run new BT I wouldn't say is really true. It makes tunneling or camping much harder but not impossible, however the entire intent wasn't ever to make them impossible, just more difficult and time consuming on the killer, which it does.

    I would actually like more base kit changes to prevent tunneling/camping even further with killer buffs to compensate. However that was never actually the entire point of our conversation and is off topic.

    The topic was free escapes/free kills at end game which is why second chance perks like DS, BT, OTR and NOED need/needed changes.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029841#Comment_3029841

    So, the Killer should get their Kill in Endgame while not being skillful and the Survivors HAVE to be skillful?

    I mean, I dont care that much about dying in Endgame anyway, at least I had a game. I care more about getting tunneled or camped during the game, but BHVR seems to like that, otherwise they would not have buffed it.

    However, I have a problem with Killers thinking they are entitled to get a Kill, just because "There is nothing else to do for the Killer". I get that, I also camp and tunnel in Endgame, because there are no Gens to protect or anything. But if you think you deserve a Kill just because of that...This is just wrong.

    "So, the Killer should get their Kill in Endgame while not being skillful and the Survivors HAVE to be skillful?"

    No, they got outplayed and went down prior to end game. Also, there is skill for the killer there because the survivor is trying to bait out a swing hence the hook tapping. The killer is trying to be skillful in calling his bluffs and timing his swing while maneuvering body blocks.

    "I mean, I dont care that much about dying in Endgame anyway, at least I had a game. I care more about getting tunneled or camped during the game, but BHVR seems to like that, otherwise they would not have buffed it."

    They literally gave you a buffed BT and OTR to use preventing tunneling mid game which I'm totally fine with during mid game btw. Why do you keep exaggerating everything? To say they like tunneling and camping during the game is just objectively a false statement and you know it. Just because I think they make bad balance decisions for killers wouldn't make me all the sudden say they hate killers.

    "However, I have a problem with Killers thinking they are entitled to get a Kill, just because "There is nothing else to do for the Killer"."

    That isn't what they think.

    "But if you think you deserve a Kill just because of that...This is just wrong."

    Not wanting a free/uncounterable escape in end game is not equivalent to thinking they deserve a kill.

    They want fair and skillful exchanges in end game.

    You say killers want free kills while simultaneously asking for free escapes. This is hypocritical.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029821#Comment_3029821

    If you are hooked next to or within decent range of an exit gate, and it gets powered, you get not only the first hit and subsequent speed boost from the BT, but if they catch up and get a second hit as well you now have the entirety of DS' remaining timer to crawl out as the killer can do nothing to stop you. If they pick you up, you DS them and escape during the stun... and this is all assuming nobody else bodyblocks any of these hits. That scenario is the one people complain about with these perks causing problems endgame, it requires zero skill itself while preventing any possibility of counterplay simultaneously.

    Does it always play out like that? no. there are times where it wouldn't matter whether it was endgame or not, the interaction would be the same as otherwise. It does, however, make a nice big field of immunity radiating out of the exit gates (with its size dependant on the killer's tools,) which is a problem.

    Easy solution? make it so that once entering the exit gate area, all endurance/DS/etc effects are removed. Can let everything work the same as it does now regarding endgame, just that one change would make the last second the most dangerous one, rather than the guaranteed escape.

    I've never disagreed with any of that.

  • @Wampirita said:

    there are literally people saying that BHVR's data isn't accurate, cuz it's not what they experience in game xD just like they alone carry all the data

    They aren't saying it's inaccurate because of their own anecdotal data. That would be silly.

    They're saying it's inaccurate because it's attempting to illustrate the games balance based on a flawed metric (kills). It gives a false perception of the games balance to someone who is newer to the game or lacks an understanding of the games nuances.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3029821#Comment_3029821

    Standing in front of the Hook in Endgame is not skillful. Or outplaying anyone. Especially not if all Perks against camping are disabled in Endgame.

    That's where you get skillful, bait swings and body block with the team. It asks skill in the interaction.

    You just getting a free out because you have a perk on with zero counter play isn't skillful.

  • Pretty overrated perk imo.

    Rarely have I ever been denied my Exhaustion perk from this and the Blindness is barely above completely worthless.

1 … 76 77 78 79 80 … 255