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Blueberry

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  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953139#Comment_2953139

    Mostly because every addon of his has its own counter play (injured survivor disarm vs Bloody coil; survivors go in pair vs Honing stone ect..) which is the best design for me.

    The problems that he have so few places to trap, its getting less and less place, all door steps are removed (mud in Asylum, snow in Ormond, sand in Crow used to hide his trap) along with less grass in general.

    I prefer to have Trappers a huge QoL improved, not addons into basekit.

    I wasn't necessarily implying to make addons into his base kit, i was just using that as an example to illustrate how weak he is.

    Lack of places to hide traps on a lot of maps is an issue. I feel like almost every map needs the level of grass like tripled, that's how little there is. It would open up a lot more creative placements.

  • "rely on survivor's mistakes in order to win"

    This includes like 90% of the killer roster unfortunately and that's being generous. Not really exclusive Trapper problem.


    You could make both Trappers ultra rares base kit and he's still not even that great, that's how bad he is. He needs a lot.

  • Biggest priority for needing improvements, no particularly order:

    1. Pig
    2. Trapper
    3. Clown
    4. Ghostface
    5. Freddy
    6. Sadako
    7. Myers

    We could narrow it down to a tighter list but all of those need a lot of help. I mean much more than some miner tweaks or QoL, like significant improvements.

  • @TheDarkTyrant said:

    https://forum.deadbydaylight.com/en/discussion/comment/2953085#Comment_2953085

    They don't make any sense for Nemesis to have. He never used zombies.

    That doesn't matter at all to me.

    They are unique design and could've differentiated the game play from other killers. The basic whip anti-loop game play is just rehashed from multiple other killers and not a unique experience.

  • Nemesis should have had a lot more focus around his zombies rather than them just being a side flavor.

  • Balance around high mmr. If they do this properly base kit anti-tunnel stuff is fine. You just don't do anti-tunnel base kit until we get the balance first.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2952365#Comment_2952365

    you could buff eruption to 15% and I'm not entirely sure if killer would use it over pop. other two perks are joke-tier perks.

    I agree. I was being very conservative.

  • Agree with most of it.

    However I disagree about Eruption, it's terrible. Remove its cooldown and bump the % reduction up to like 12%. People underestimate how costly it is to kick gens. That is a significant downside. It's also high risk as you can lose the gen before actually getting the down and then that kick gave you nearly nothing.

    Infection needs to do more. Make the zombies move like 20% faster per infected survivor. Also take away the sprint burst on Infection hits since it's not a damage state.

    Along with better zombie AI they need increase FoV base kit and better survivor detection.

  • Blindness as a status effect is just so underwhelming and has needed improvements for years. In most cases it's nearly useless. Even the small use of not knowing where a person is hooked is irrelevant because even with Blindness you still get a location ping when someone is hooked...years later..and this is still a thing..why.

    Remove the location ping on hook and give Blindness an additional effect. Maybe make it hide the killers red stain for that survivor or make it hide all the survivor huds or make it cause all totems to look and sound as if they were dulls.

    Also, most things that apply Blindness have way too short of a duration for how useless they are. Things like Twins Baby Teeth addons..Blindness for 30 seconds..completely worthless. Sadako Sea-Soaked Cloth..Blindness for 7 seconds within 8m of a powered TV..completely worthless. The list goes on for multiple other killers addons and perks.

    Blindness even after getting some buffs needs to always be a minimum of a 60 seconds in almost all perks/addons. All the applications giving less than that are embarrassing.

  • I'd like if they experimented by turning off multiple meta perks for a day or 2 just to see if it causes significant differences in kill rates. This would let them find outliers that are singlehandedly swaying games too significantly.

  • @Ronaldo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951634#Comment_2951634

    It actually happens to me alot but i don't want to get downed by just bloodlust because you can't mindgame me or break the pallet

    Then the killer literally threw that entire game to get 1 down on you. Ya'll won the game at that point.

  • If the killer is actually get t3 he already wasted so much time that he's lost the game anyway. Hence why remove it now.

    How often do you realistically get a killer to t3 anyway, honestly? I can't even remember the last time that happened. A good survivor knows when to throw a pallet to reset the bloodlust.

  • Maps are still way, way too unbalanced to remove Bloodlust. After (if) they get fixed, then sure.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2951000#Comment_2951000

    Not correct. He is my main killer, i am not count my kills but i am winning most of my games. I spent min 400 hours on him.

    If BHVR nerfs Dead Hard, he will feel better. Even with those stupid zombies.

    It is correct. Nemesis will get trashed by even remotely decently survivors. That is an objective statement.

  • B tier in DBD is extremely weak. B tier killers are only winning from survivors making a lot of mistakes.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2950822#Comment_2950822

    Considering the way that it's coded I would assume that it's completely intentional

    Seems like poor design to be made that way.

  • I don’t think his question is related to how it works as people are explaining. The question is whether this interaction is intended. It seems intended to me, but it really shouldn’t be. It gives way too much counter play to an already weak killer.

  • There’s no real reason to hide mmr unless it’s because it’s actually not working well. Hiding it because of “elitism” is down right silly and ridiculous. Every game with mmr shows it. If they want to hide it from initial pre game lobbies to prevent dodging then sure, that can make some sense. However post game lobbies hidden does not make sense. If they really cared about preventing elitism there shouldn’t have been an mmr system in the first place.

  • Sounds extremely accurate to me.

  • I’d say Clown or Freddy. Both very weak and both have very low skill ceilings. Freddy’s addons are just straight up embarrassing though.

  • Pretty sure most people consider Huntress and Demo as the most fun killers to face.

  • Remove mmr, balance the game from the top down, shrinking map sizes, making more loops mind gameable, nerfing over tuned meta perks, early game collapse to slow the first few gens down.

  • So what’s annoying about them exactly? You shouldn’t be healing and you do maybe 5 mends a match? I don’t see the problem.

  • @Ula said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947252#Comment_2947252

    You fix camping and tunneling by balancing the game properly.

    This doesn't make sense, if the game was balanced properly, there should be no benefits from camping and tunneling, meaning camping and tunneling must be balanced too.

    https://forum.deadbydaylight.com/en/discussion/323038/another-idea-to-remove-facecamping

    Unfortunately, this would create the possibility to make a game last forever. I think it doesn't address the facecamping issue, which is it's impossible to guarantee a safe rescue when the killer is facecamping unless:

    • at least 2 survivors participate in the rescue to prevent grabbing (baiting isn't reliable);
    • the killer can not 1 shot the rescuing survivors.

    I think they should at least remove the ability to grab survivors while unhooking (at least for healthy state), and tweak killers that can effortlessly 1 shot any survivors going for an unhook. I don't think tweaking these killers would hurt them much, because they're in a good spot if survivors come rescuing.

    You aren’t understanding. Killers camp/tunnel because a lot of the time they have to if they want to win with how the games current balance is at high mmr. If you balance the game properly you can win without needing to do that. If the game was properly balanced you could then even implement built in anti tunnel/camp features.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2947252#Comment_2947252

    just a personal opinion, I think people that are going to be hyper-defensive on hooks will stay hyper defensive for regardless of how strong killers get. facecamping honestly is just abusing the bad balance of hooks and unhooking process.

    normally there was no issue with it because the strategy wasn't viable. survivors could just ignore hooked survivor and do gen and power exit gate into man 3 escape. killers that were camping hooks were not exerting in any map pressure to prevent survivor objective from being complete. there was inherent trade-off for doing the activity, one of which was not rewarding.

    A big part to why I like perk designs like sloppy butcher, pop goes weasel, thanotophobia, pain resonance and so on is that these perk presented healthy gameplay styles of promoting the killer chasing the 3 hook-death condition. Those perks required you hit the survivor or hook the survivor continuously to get value of the slowdown. I want include dead man switch but than there is Artist problem with it. Killers did not have automated perk slowdowns. With perks like Corrupt intervention, Deadlock and No-Way out+noed, you have enough automated generator slowdown to ensure 2 kills with many killers.

    I'd say that hook regression is just dated mechanic for DBD. Killer players camp because the rewards of regression a survivor's hook-state are more rewarding than taking chases. Removing hook regression would largely kill the effectiveness of facecamping for kills. The issue is that you'd practically kill the game for killer by doing so because the alternative method for winning(hooking survivors 3 times) is completely ineffective against strong players. survivor's objective(generator) is simply way faster than the killer's objective towards hooks.

    winning by 3 hooking has to be viable if you are to remove camping as strategy. With weaker killer powers left and right and a painfully slow process for killers to kill survivors, there is little reason to change anything regards to camping.

    Well this is why ideally if the game was actually balanced properly I’d be fine with built in anti-tunnel mechanics as then it wouldn’t be necessary any more. The problem is it looks like the devs are going to build in more anti camp/tunnel mechanics before addressing the balance properly.

  • This exact feature was tested many years ago. Survivors abused it severely so it was dropped.

    You fix camping and tunneling by balancing the game properly. Camping and tunneling is a symptom of poor game balance, not the problem itself. Most the camping and tunneling is because killers feel backed into a corner with no other options since the devs refuse to balance for high mmr.

    There will always be some killers who camp and tunnel just because they want to but that isn't the majority.

  • That's the problem with not balancing for high MMR. Most the high MMR killers quit because of the imbalance and then that lack of high MMR killers causes those high MMR survivors to trickle down as they sit in queue times and then get placed with lower and lower MMR killers.

    So by balancing around low MMR they actually end up hurting low MMR because the problem trickles down.

    This is why you balance top down, not bottom up.

  • Her crouch and ambush are just trash, that's her main issue. They're too telegraphed and slow to properly counter tiles. Even with both addons being ran to improve her ambush it's still terrible, that should illustrate how bad it is.

    Rule set #2 should've just been base kit as well.

  • I feel like this is over complicating it a bit.

    Just keep the momentary invulnerability frame and remove the distance component.

    The i-frame has counter play, the distance component does not.

  • They're supposed to be hard to get, that's entirely the point. It directly prevents them from getting money the more you're able to buy with shards.

    I could see maybe a change to increase or decrease the amount based on performance, but I'm generally okay with the amount they give. It's a small incentive to play and gets me lots of free stuff if I do play a lot.

    For how hard on BHVR I tend to be a lot, I think they are extremely generous when it comes to free stuff. Iridescents don't even have to exist at all, but they chose to give us some freebies. I've bought every single non licensed killer and survivors since the games release nearly 6 years ago with shards..and I've still got nearly 160,000 shards I'm sitting on + a lot of shards I've spent on cosmetics for free. That is very, very generous on their part as that is a lot of money I would have had to spend.

    Now I know I'm an outlier in game time but my point here is to illustrate how much extra I still have left over after spending that many shards. I'm illustrating that the amount they give is quite generous.

    Of all the areas to be critical of BHVR I don't think this is one of them. This is one of the areas they do a pretty good job.

  • Interesting.

    My own games show significantly different stats. Like BT, DS, DH for me would be at around 70%+. It's extremely rare for me to see a game with less than 3 of any of those. There are almost always at least 3-4 of each of those perks in every game I play. The fourth perk is usually the variety perk being CoH, IW, Unbreakable, Prove Thyself ect. The other 3 are almost always auto locked though.

    You mentioned a variety of MMR's for each of the killers so perhaps that has something to do with it.

    Edit: Didn't realize you were doing % of total perks instead of per survivor % rates, my bad.

  • Kinda hard not to call it competitive when they add an MMR system since you don't put an MMR system into a non competitive game that isn't balanced competitively.

    I mean..that wouldn't make sense..right? Right guys? lol

    Irony and humor aside, we've got quite some contradictions in game design between competitive and casual which is why it leads to everyone being confused as to if this is supposed to be a competitive or casual game. It's balanced like a casual party game yet we have an MMR system for some unknown reason. It doesn't make any sense.

  • Sloppy for sure. GoP is extremely underwhelming imo. For how unreliable Scourge Hooks are it needs to be a lot better. Sloppy is getting applied not just on downs and specific hooks, it's every single hit.

    Honestly make that 9% slower gen progress on GoP hooks apply every single time until healed, not just the first hook. Now maybe we're getting closer.

  • Yeah I'd definitely put a few killers above Nurse for skill requirement to perfection. People conflate Nurse as the hardest simply because she gets the most results out of reaching her skill cap. However we're just talking about the skill cap of them, not how rewarding they are when you actually get that skilled. Pinhead as you mentioned is definitely a good example of this. He has a very high skill cap but the pay off is trash.

  • Add Defeaned to Deep Wounds. This adds an increased skill cap to Legion and gives them more out play potential. Are they going to spread Frenzy or breaking line of sight and doubling back? Not as punishing at lower ranks but gives more outplay at high ranks.

  • Most all the stealth killers are quite undertuned. Especially given how gutted they are by the CoH meta and completely countered by just a Spine Chill. Spine Chills shear existence means no matter what they do they'll never be top tier killers.

  • I also find it ridiculous that you can still just crouch to make his tentacle miss.

  • Defeaned on Deep Wounds would've gone a long way for giving him more mind game potential. Also, the 10 extra seconds on Never-Sleep Pills feels near mandatory to even have a chance of chaining hits against remotely decent survivors.

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945174#Comment_2945174

    No, it’s not. But it’s the only weapons survs have to prevent tunneling. If pop regressed only 10% and were the only regression perk it would be meta also.

    It objectively is.

    A 10% pop is trash but saying it would be meta if no other gen slow perks existed is a superfluous statement. 10% is 8 seconds off a gen...you would lose more than 8 seconds walking over and kicking it. It would literally be a net negative on time. That's like saying Monstrous Shrine would be meta if no other perks existed.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945342#Comment_2945342

    Then there's no hope for you.

    Boon totems could be destroyed when snuffed out, limiting them to 5 uses per game in different locations, and they would still be OP.

    That's kinda a route that would also work. Even with this change I still think people would run CoH. I'd actually be more inclined to snuff a totem if I knew they'd have to waste time finding another one.

  • Honestly the most balanced change would be to just make it self cares for all teammates in its radius. Add in an increased medkit efficiency.

    You could go the other route which is no self cares, but super fast team healing with injured aura reading in its radius. However this is more abusable by SWF so I lean towards the other route.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945293#Comment_2945293

    Inner Healing: Takes 14s to cleanse a totem. Costs that totem. Gives you one single fast heal in a specific location.

    Circle of Healing: Takes 14s to bless a totem. Does not remove the totem. Gives you unlimited fast heals for all survivors in a specific location.

    Yeah Inner Healing was considered for quite a while as a decent healing perk and CoH makes Inner Healing look like complete trash. This should illustrate how over tuned it is.

  • @RisingTron said:

    https://forum.deadbydaylight.com/en/discussion/comment/2945263#Comment_2945263

    Thx cuz I've run other stuff cuz I wanted old COH back cuz I hate being injured and wasn't sure if anything was changing lmao.

    https://forum.deadbydaylight.com/en/discussion/comment/2945268#Comment_2945268

    I gotta disagree idk. I think anymore nerfs and then the perk will literally just be destroyed. The whole point of boons is they're a safe area for the whole team. Having it only work for yourself or only work for them defeats the purpose. And in solo queue even as it is, it isn't as strong as ppl think.

    "I think anymore nerfs and then the perk will literally just be destroyed."

    It's unhealthy as a design in the first place. It can't stay in its current form.

    "Having it only work for yourself or only work for them defeats the purpose."

    I never said either of these things. I said self cares for the entire team or bonus healing for the entire team in the area. That is it's entire purpose. Healing for your whole team.

    "And in solo queue even as it is, it isn't as strong as ppl think."

    Completely disagree. It's way stronger than people think it is. 1 perk for infinite medkits for your entire team, that is nuts. It single handedly kills the entire hit and run play style of which there are a lot of killers that even entirely rely on this play style.

  • Even with these changes it's still way too strong. It needs to be either fast team heals or slow self heals, not both. It's literally infinite medkits for your entire team with 1 perk...that is insane. They balance it way too powerful because it's a boon and can be snuffed but that negative is entirely irrelevant when no one snuffs them anyway because it's a net negative for the killer to do so and it can be relit infinitely.

  • @RisingTron said:

    Do perks like Botany etc increase the COH healing speed?

    Yes

  • @Piruluk said:

    DS is too weak to prevent tunneling, you will live few more seconds, and cant repair gens etc.

    Killer mains destroyed the perk, overnerfed

    If it only bought you a few more seconds that's a skill issue, not a tunneling issue.

    Destroyed the perk? It's still literally one of the top 3 best perks in the entire game.

  • Thrill just shouldn't be a hex, then it would actually be a boon counter. It's currently not good enough to counter boons.

    I honestly thought old Undying was fine. Having to cleanse multiple totems was only the worst case scenario, you could just get lucky and get the Undying first. Even if you had to cleanse multiple I don't see how that's an issue when survivors clearly have time to boon over and over and over. Ruin also doesn't do anything unless the killer is actually good at pressuring gens as well.

  • DS is indeed in a weird spot. He's completely un-fun to play against for most survivors while simultaneously being quite weak at the moment. So the survivors don't have fun in the chase and the DS doesn't have fun because he still loses even with fast chases because he has no map pressure.

    Better killer design I think is in map pressure/map mobility/gen slow down killers. This lets the survivors have fun chases but at the same time doesn't lose the killer the game from those longer chases. Unfortunately most those killers tend to have a hit and run play style which is currently gutted and unviable from CoH.

  • That's pretty scary. The one I've been running into was a Spirit that 4 hooked us in 30 seconds flat...rofl. Blinking around the map at light speed.

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