Avatar

Blueberry

Blueberry

About

Username
Blueberry
Joined
Visits
0
Last Active
—

Comments

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019719#Comment_3019719

    What if the person you're chasing is already injured? Then it barely does anything. What if it gets cleansed before you even get a hit? These things aren't that rare.

    The only issue with NOED is that it can be hard for solo survivors to find and cleanse it, which is getting fixed.

    "What if the person you're chasing is already injured? Then it barely does anything"

    4% haste on killer move speed is more than barely.

    "What if it gets cleansed before you even get a hit? These things aren't that rare."

    Yes, that is extremely rare.

    "The only issue with NOED is that it can be hard for solo survivors to find and cleanse it, which is getting fixed."

    I actually don't think this is the main issue. The main issue is it giving free unskilled kills.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019689#Comment_3019689

    The thing with old tinkerer is i think it added percentage value of ANY effect. Windup quicker. Chainsaw charge faster. Move quicker. With this being aura reveal only its not nearly as broken as old tinkerer instasaw billy was. Or machine gun huntress. But here's hoping it works for addons in the first place.

    Yeah if it does with them that would open up a lot more creative builds. Your point about the difference between it and old tinkerer is also very valid and a good point.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019700#Comment_3019700

    You go through most of the game with one less perk. Plus there's always the risk that NOED doesn't activate or if it does then sometimes you don't get any use out of it.

    Most of the time you DO get use out of it, it gets you one more hook/kill.

    Let’s be honest, how often does it actually not activate? Basically never, that’s kinda a mute point. It securing another free kill at least if not more is entirely the issue. It essentially guarantees at least 1 more kill on it’s own with the potential for more. That’s the artificial kill inflation i’m talking about. There are a metric ton of killers at higher mmr than they should be solely because of noed.

  • If it doesn’t actually effect addons I think they should bump it up a few more seconds. If it does effect addons I’m more okay with the 2 seconds.

  • @Krazzik said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019665#Comment_3019665

    With this nerf NOED is fine. It's gonna be waaaay easier for people to find and cleanse it so they can go get the save.

    So many people would have only been happy if they competely gutted it.

    I mean I suppose yeah. I just wish it was an entirely different effect that didn’t give unearned kills and instead rewarded skilled play. It artificially inflates the games kill rates which is also irritating as they are used for balancing heavily by the devs.

  • That was the first one i thought of as well. Gets it closer to pre nerf. Seems like the change will be nice but nothing that wild, this is also all assuming it does actually effect addons anyway. I lean towards it not effecting them as that was entirely the issue with old tinkerer from years back and why they changed it.

  • I was actually thinking the same thing when I first saw it. The wording implies addons as well. I hope it does effect them because 2 seconds seems pretty meh in general. I would’ve gone much more than 2 seconds. I haven’t looked through all the killers addons yet to see if there’s some potential yet.

  • Yeah this wasn’t how noed needed to be addressed and missed the point of what’s actually wrong with. It needs to do something completely different. I like the idea of making it just permanently show all survivor auras once the gates are powered if the totems weren’t cleansed. Keeps it strong but it’s not giving the killer free kills for doing nothing.

  • Significant buffs.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3018796#Comment_3018796

    personally for me, I tend to run stbfl on most of my m1 killers, so if survivor insist on bodyblocking me, they're just going raise my stbfl stacks to 8 quickly. I hate bodyblocking with passion when I play killer, so I won't have any issues with it as I run a perk to punish this type of gameplay.

    Yeah, I just don't like having perks as bandaid fixes for bad design.

  • I've always thought they should just change the Endurance effect to be a zero collision effect like where you just walk through the survivor and your swings don't target them.

  • I'm fine with Endurance for not being tunneled, however currently and with this upcoming change even more Endurance is instead used for body blocking. They intentionally force you to tunnel them to use it as a 3rd health state.

    They need to somehow make it usable to prevent tunneling but not body blocking.

  • Yeah, honestly I'd rather even get blood points or shards than that.

    Not to mention how bad of idea it is showing that in the end game lobby in the first place. They're just going to confuse new players more. A bad change that will need to be reverted later.

  • Solo queue is fine. It's a player skill issue, not a balance one.

    Not denying there are lots of bad solo queue experiences, but just because my team or I plays bad doesn't make me all the sudden think solo queue needs buffs it just tells me how bad the average player is.

  • Nope, still bad.

    She's at least going to be not completely blind/deaf all the time now with the IW change, but at the end of the day the survivors still know where she's at and when she's phasing at all times meaning completely loopable.

  • Definitely not worth running anymore. Weak regression, it's a hex that can be removed and if you get ahead you lose it anyway. For reference it will now take 40 seconds to remove 10 seconds from the gen...

    I don't think we'll see ruin at all anymore.

  • I would have rather them left SC alone and instead nerfed CoH.

    Make SC the personal healing and make CoH the group healing.

  • Used to be my favorite survivor perk but it looks pretty dead now. Good players will still hear you at 25% making it nearly useless.

  • I was expecting just not working on Undetectable, which would've been a good change, but this..is completely gutted and will never see play again. Too much.

  • This perk just looks like a way better BT now. Guaranteed escape in end game which is odd as they stated that's specifically what they don't want with the DS/BT changes.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3012431#Comment_3012431

    Even if my analogy was horrible, it isnt inherently an issue with the killer, it's an issue with map design and gen spread.

    Well I never said it was inherently a Billy issue, only that it's currently the experience of playing against Billy.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013440#Comment_3013440

    lmao reallyyy? Well that's shocking. I thought that'd be everyone's first pick. 😉

    Rofl I hope not. I'm think more like from Underworld, if you've seen that.

  • @AshInTheTallGrass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013348#Comment_3013348

    If I had to pick, I'd like a classic werewolf, not something like the werewolves from . . . Twilight

    Well Twilight is not the direction I was going at all lol

  • I mean if that's the trade deal I'll take it.

    There are so few of those useless pallets that it's hardly worth mentioning. Pallets are so numerous we could also just delete those pallets, is that better than having an unsafe pallet? I'd say no. I've been able to play some of those unsafe pallets pretty well before where I could get the stun and enable me to make it to another loop.

  • Unlicensed, their own "entity touched" interpretation of a werewolf. Make it their own.

  • Could be cool, I'd rather get my werewolf first though.

  • Because they don't understand how to play against Legion and it's easier to complain.

    You essentially don't heal. That's where most people go wrong.

    Also I don't get the complaint about Mending. If you stay injured they aren't using FF nearly as much and I typically Mend maybe 3 times a match? That's hardly annoying at all.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013301#Comment_3013301

    A quick play mode in most instances will still use an MMR. I don't know exactly what the difference is as I don't work in game development, but I'd imagine the matching criteria is looser for a quick play mode.

    The other differences are that a ranked mode will often be barred from newer players, it'll have different + stricter rules than the quick play mode, and it'll have seasons that reset its associated ladder, among other things.

    We do actually just have a quick play mode right now.

    I completely disagree. We are absolutely not a quick play mode right now. If it was the matchmaking would be all over the place and we wouldn't have nearly the frustrations of high mmr game play as we currently do. We simply do not agree on the basis of what constitutes a quick play mode so we're just not going to agree.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013291#Comment_3013291

    Multiplayer games with MMR systems usually have ranked and casual modes. They show it in the former and hide it in the latter but MMR is still used for matchmaking in both.

    No multiplayer games I've ever played do a casual mode with MMR for matchmaking. That makes no rational sense and defeats the entire point of casual. Casual is for the fastest queue time possible and to just get into a match, not to coddle feelings by hiding information. Even from a concept point that just sounds silly.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/3013283#Comment_3013283

    Short version: No, they haven't.

    Longer version: You're conflating "MMR" with "ranked mode". They're not the same thing- games that have a ranked mode will show you your MMR in that mode, and they will not show you your MMR in the casual/quick play mode. What makes a mode a "ranked mode" is not the existence of MMR, because that same concept is used in the quick play mode, and we do not have a ranked mode in DBD.

    I'm not conflating the two.

    That same concept is not used in quick play mode.

    The only difference between "ranked mode" and "mmr" is not simply whether it's shown in lobby or not, that's just silly.

    A quick play mode doesn't use balance metrics, it's simply getting you into a game as fast as possible. This is not what we currently have.

    A ranked mode is matching you with a balance of speed and skill level (mmr).

    As long as we have MMR we are essentially playing a "ranked mode" whether it's called that or not. DBD is not currently a quick play game.

  • The only rational and legitimate reason to have it hidden is because it doesn’t work well and we can’t call them out on it if it doesn’t. Essentially how we were able to point the problems out before when it showed rank. Any game with an mmr system the default expectation would be to show the mmr or a rank equivalence. The only games you don’t show it are casual games..but you don’t put an mmr system into a casual game..hence I find it difficult to argue it’s a casual game. Until they stop putting anything other than mmr/rank into the post game lobby they are going to continue to confuse new/casual players.

  • @jesterkind said:

    They hide MMR because hiding MMR is the default expectation.

    You only show MMR in games or modes where you have a competitive ladder. This game doesn't, so seeing your MMR would be completely pointless and would probably have more negative consequences than positive ones.

    I mean the fact of having an mmr system in the first place essentially throws out the whole it’s just a casual game and not competitive right off the bat. You don’t put an mmr system into a casual game. Any game with an mmr system the default expectation would be to have the mmr shown or a rank that essentially correlates with your mmr. Not really arguing whether the game should or should not be a “competitive game” just that the devs have already essentially made that decision themselves by putting an mmr system in.

  • Yeah gens are so fast you can literally just pre drop them all and if your teams efficient on gens have the gates powered before you run out. That's why ironically if you watch top tier swf squads they tend to pre drop a lot because they know how fast they can pop gens especially when you aren't getting any regression perks activated from all the pre dropping denying early hooks.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011418#Comment_3011418

    I mean is Billy downing you in a deadzone really different from any other insta-down killer? I mean, they put you in an awful position or you put yourself in an awful position; either way the Billy is being rewarded for their actions and your mistake, just like any other game. If Im playing an FPS game and I get shot because Im in an open field, I wont get mad, because I put myself in that awful position, and the guy who killed me still had to put some level of skill into hitting me; I dont see it any different from Billy.

    "I mean is Billy downing you in a deadzone really different from any other insta-down killer? I mean, they put you in an awful position or you put yourself in an awful position"

    Yes, it is different. Most all the other insta down killers don't have high mobility. Meaning that I have a much less likelyhood of being caught in a dead zone.

    "either way the Billy is being rewarded for their actions and your mistake, just like any other game."

    I mean there's a gen in a dead zone and he zooms up since you have little heads up...that isn't a mistake on my part. There was no misplay involved. Now if it's like Red Forest or something where I should clearly be able to see him coming from afar then sure that's that player making a mistake, but that's more an exception than the rule.

    "If Im playing an FPS game and I get shot because Im in an open field, I wont get mad, because I put myself in that awful position, and the guy who killed me still had to put some level of skill into hitting me; I dont see it any different from Billy."

    That's a poor analogy that doesn't apply. Apples and oranges. You aren't forced to go into that open field in the FPS, that is a mistake. If a gens in a dead zone that isn't a choice.

  • Blueberrycollective. Work the next two nights but I’ll stream after that.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3011930#Comment_3011930

    I love these people who say they win most of their solo q games. Mind streaming it so we all can become gods like you?

    And no, hiding all game and going through the hatch wont be seen as a win.

    Glad you ask, I stream, you’re welcome to come watch and throw a follow. Also no, I’m not talking about hiding or counting hatch as a win, but that’s quite an assumption to jump to.

  • It’s easier to make excuses than learn counter play. That’s typically why.

  • No, the game is not balanced around SWF that’s just completely false. The game is balanced around solo queue and very, very low skill level solo queue at that. The primary issue with solo queue is bad players and mmr. I win the majority of my solo queue games and the ones I lose are because I or my teammates played bad, or a suicide/dc. That’s it. That isn’t a solo queue problem, that’s a player skill problem.

  • Interaction with the Billy trying to curve and me trying to dodge, very fun.

    Billy overall, not fun. This is because everytime Billy comes up on you it's just a pallet/window check. No pallet or window? Free down with no counter play if the Billy is even remotely decent. The hit box on the saw is just too forgiving to dodge in a dead zone revving up on your back.

    With most other killers that dead zone is just a hit, not an insta down and with most other killers you also have plenty of heads up to not get caught in a dead zone but with Billy's mobility it can be pretty common to get put into a dead zone without much forewarning.

    Not saying Billy is over powered or anything even remotely like that. Just that going down because oh..no pallet or window..guess I'm getting insta downed isn't fun and diminishes the fun he does actually give at loops with curving.

    Contrast this to say Oni who I do find much more fun as even in a dead zone there is out play potential from his wind up and hit box that gives more room to actually dodge it.

    As far as playing as Billy, not my cup of tea. He's probably my least played killer out of the entire killer roster. Feels clunky to use with the chainsaw control. Same reason I'm not a fan of playing Oni.

  • @[Deleted User] said:

    BHVR came to the decision to make the traps completely and utterly useless in the endgame, so as long as they aren't active people can just walk right out of the exit gate. Imagine that.

    Really wish they'd revert that, poor Pig.

  • I like facing Oni, however I detest facing Billy.

    With Oni's wind up I feel there's room for outplay and dodging it if I'm skilled enough even in a dead zone.

    With Billy if I'm in a dead zone it's just an auto free down, no counter play. Not fun.

    Billy is literally just a pallet/window check every time he comes up on you. Now him trying to curve and me dodge those curves is fun, but the interactions when there isn't a pallet or window diminishes that fun.

  • I'd give him mid B or so on a tier list. In general I think people vastly over rate him.

    He's getting trashed by even a semi decent SWF squad that knows what they're doing.

  • "Dredge: The newest killer in dead by daylight and...I don't know who plans the tomes and Events but what where you thinking? The newest killer is always to 80% being too strong or too weak until the next mid chapter Update or a Update inbetween where they get changed a bit. Who had the idea to make that killer the event and challenge "maskot"?"

    What are you talking about?

    Name one killer, one, that was too strong on release outside of Nurse that was literally 6 years ago..I'll wait.

  • There are too many pallets in general, but the bigger issue isn't the pallet numbers, it's that most of them aren't fairly mind gameable once the pallet is thrown. Like 80% of pallets once thrown you're essentially forced to break, that's bad design. The loops are simply too safe.

  • I'm expecting them to reduce the CI timer by like a minute but also give a base minute of CI to all killers.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010693#Comment_3010693

    The current aura system is very perk-reliant (you know, Kindred, Bond, Empathy, Inner Focus, Situational Awareness Better Together) and provides information that co-ordinated SWF teams can get for free. People shouldn't have to run perks to get this information, and there's no way of realistically limiting this while keeping the game alive, so the Aura System and all perks and Status Effects surrounding it just need one major overhaul, making some effects basekit, removing others, and reworking even more of them. In my honest opinion, anyway, this would massively help fix the solo-SWF gap (as well as, you know, getting a matchmaking system that isn't intrinsically flawed) and enable killer superbuffs simultaniously with all of this new information in mind.

    I mean in an idealistic/utopian world I'd agree.

    "and enable killer superbuffs simultaniously with all of this new information in mind."

    The problem is I just don't see this ever happening.

    The amount of buffs they would have to give killer to compensate for what you're talking about would just never happen and even if they miraculously wanted to at the rate they make changes (which is snail speed) you'd be looking at like a 4 year endeavor.

    It all sounds nice on paper but just isn't realistic to me.

    It's also not like solo queue is suffering from balance problems right now or anything, the game is currently balanced around them and low skill survivors at that. Solo queue is currently suffering from MMR though.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010679#Comment_3010679

    I really haven't seen... Anyone, actually, say Knock Out needs a nerf. Quite a few say it needs buffs, others (like me) think it should be reworked along with the entire Blindness and Aura reading system, but I really haven't seen anyone ask for a nerf.

    Well I hope that is the concensus as on most other posts referencing the perk list I saw otherwise.

    I agree the whole Blindness status effect needs improvements, it's pretty bad. What's wrong with the current aura system?

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010622#Comment_3010622

    You know that on the list =/= nerfed, right? Like, Calm Spirit is on the list and if that somehow gets nerfed I'm going to be asking several questions.

    It's entirely possible it's being buffed, or reworked to help bridge the gap between SWF and Solo, as Knockout (and Blindness in general as a status effect) really should be reworked to be more effective vs coordinated teams and not game over for solos because baby Meg doesn't understand how the perk functions and DC's before accusing the killer of hacking in post-game chat.

    Didn't imply the list was a nerf list. It's obviously not.

    I was referencing an overwhelming amount of people thinking it needs nerfing, which is typically what directs their balance changes.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3010445#Comment_3010445

    I'm gonna have to hard disagree. Tinkerer alone wins you the game (in solo queue) when there's only two survivors left who are desperately trying to get the last gen done, which happens often enough for this perk to be too strong. I've never liked it.

    Be honest, how many times have you got down to 2 survivors and popped a gen for a win (outside of it already sitting at like 90% as the 3rd guy dies)? That's very rare and in most cases you've already lost at that point, Tinkerer or not. I can't think of a single time where I'm down to 2 of us trying to do a gen and thinking wow that Tinkerer won him that game, honestly.

  • Not sure why Knockout is even on the list either now that I think about it. I know there's this completely irrational hate of slugging out there for whatever reason but honestly when's the last time you even saw someone run Knockout? It's extremely rare to see and more of a meme build perk than legitimately ran for the intention of winning.

    If anything I hope it's on the list because it's getting buffed. No idea why they would nerf a perk that already isn't that great and rarely ever ran.

1 … 79 80 81 82 83 … 255