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Blueberry

Blueberry

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Blueberry
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  • I like the T1 how it is currently. It's supposed to be part of his weakness.

    The fixes are simple:

    -Remove the stalk limit per survivor (his whole shtick is supposed to be taking advantage of the weakest links to bring down the stronger ones)

    -Allow him to multistalk (he should be rewarded for playing well and survivors misplaying by stacking)

    -High stalk rate the further you are, lower stalk rate the closer you are. (basically the opposite of what we have now). Not really a buff per say, just a change in functioning.

    -Faster pallet break in T3 (his T3 could use a little improvement, it's still too loopable)

  • It hasn't become obsolete, it's always been obsolete. Kicking gens 99% of the time is a waste of time at base.

    They've needed to add a faster gen regression at base for years. Every 4 seconds of regression is only one second of the survivors time.

  • @Labrac said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649667#Comment_2649667

    I don't think it's overrated. Considering how bad gen regression perks like Ruin and Pop are right now due to being inconsistent, having a guaranteed slowdown of 1 minute at the endgame imo is huge. Especially because survivors usually try to push through the last gen ASAP while injured, so you can easily snowball.

    I doubt BW would give more kills though. It's easily countered by 99ing gates.

    They're no longer pushing through the last gen injured with CoH in the meta. You say Ruin and Pop are bad regression but you are getting way, way more than 60 seconds of regression out of those perks compared to No Way Out.

    How often are the gates opened as all 4 run out? Not very. You usually still end up with one on the hook as they're opened. I'm not implying Blood Warden is great, it needs buffs. Just pointing out how No Way Out is worse than a perk that already needs help.

    Good players will just wait out the duration of No Way Out while being no where near a door.

  • @Zachcjjj said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649658#Comment_2649658

    i think neme is actually pretty decent especially when you learn the full potential of his tentacle strafe but you really have to try to have them all fully infected from the start otherwise he is bad at snowballing but granted you hit them all twice? i think it is assuming each one of them uses a vaccine he has pretty good snowball potential and can get some insane hits with the strafe

    Hypothetically here lets say his tentacle strike is now 2 hits instead of 3 and we also even remove all vaccine cases from the match. Demo is still significantly better, that's how awful Neme is.

    Zombie map pressure is on the edge of non existent, where at least Demo has some map pressure with portals.

    Shred has a signficantly further reach, significantly easier hit box to land and can be baited as tapping shred barely slows him down at all, whereas you lose ground on tentacle baiting as well as a delay at canceling it for an m1.

    Shred doesn't need build up to be able to break pallets fast, he has it from the very beginning.

    The only tiny area Nemesis has better is one that the infected survivors are a tiny bit louder with coughing so stealth is tiny bit harder and two that he can sometimes hit over things. Emphasis on the sometimes since the vast majority of things you cannot and the survivor can just crouch to avoid it.

    Nemesis is just inferior across the board to a killer that is already inferior in the first place and that's even after we "hypothetically" gave him those significant buffs that don't actually exist. It's wild how bad he is.

  • Probably shouldn't do that. However honestly, the perk already is quite mediocre and highly overrated by people. I can't think of a single match where I'm like wow that perk really carried.

    I think you would on average get vastly more kills running Blood Warden...a perk that is already extremely situational and arguable mediocre itself and could use buffs.

  • Like even if we hypothetically made his tentacle strike not take 3 hits, so now it's only 2 like normal hits. I still think Demo would be signficantly better than Nemesis...and that would be a huge buff if we did that for Nemesis. I mean wow, I feel like that really illustrates how terrible Nemesis actually is. He makes Demo looks crazy good and Demo isn't even viable against top tier survivors lol.

  • @ThatOneDemoPlayer said:

    I'd put him In A. He's like a combo of Nemesis and Freddy, but he's better than them in every aspect. His teleport is amazing for 3 genning and mobility, his Shred is a really good anti looping tool aswell

    I was actually comparing him to Nemesis earlier and I was like wait...he literally does everything Nemesis does, but just significantly better.

  • High B. I don't think he's good enough for A but he's much better than most the other B tier killers.

  • This honestly doesn't even apply to just The Game, there are many maps with the same terrible balance issues. Red Forest, Ormond, Haddonfield, Badham ect ect.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2649567#Comment_2649567

    The game is rigged, but you can't lose if you do not play

    Which is basically why we've seen the uptick in camping/tunneling. The game is balanced to be unviable to play the way they want you to play it. Playing the way they intend relies on survivors making many, many, many mistakes regardless of even if you play perfectly.

  • That map is so terrible in design. There's no need to really loop anything, just basically pre drop almost all pallets. There mostly all safe and there are so many the match will be over before you run out anyway.

    I was excited for the map rework series as I thought they were finally listening to us about how unbalanced the maps were. In reality it was nothing but a graphical rework and basically all the maps are near just as unbalanced as they were before with some even being worse, such as The Game.

  • @JPA said:

    Do the boons work across floors as well? i.e. the radius also goes vertically? The Game sounds like it would be a nightmare if you could have boons in effect on multiple floors.

    It does.

  • @steamed_hamzzz said:

    I used to mostly main killer but since the Boon patch I find myself playing more and more survivor games than ever as it’s just a more chilled out/ fun experience

    playing killer now is incredibly stressful with very little pay off, unless you resort to tunnelling and camping

    it’s almost impossible to have a “fair” killer game now where you never tunnel, try and hook everyone in a fair order and try and make the game as fun as possible for everyone. Doing that now is a sure fire way to get 0 kills and teabagged at the exit gate

    Yeah I used to think people vastly over exaggerated about how much actual camping/tunneling was going on (and I still stand by that), but now that boons have come out along with some of the other recent changes I have seen a massive increase in camping/tunneling (I'm talking literally staring at the hook) at high mmr. I honestly can't say I blame them, that's what boons and the other recent changes have forced them to do a lot. On average you will net more kills doing that instead of trying to chase someone down. They've basically realized the game is rigged against them so they just essentially decide not to even play it, hence staying at the hook. It's that bad.

    The mmr system even rewards them the most for playing this way as well since all it cares about is kills/time.

    I still think that at lower mmr you can play normally and still win easily as the survivors there just play bad. I'm specifically referring to higher mmr.

  • There's a bit of hyperbole, but I agree with the general points you're trying to get across.

    Boons were extremely unhealthy for game in their design. They gutted hit and run play style killers which were generally speaking already the weaker killers in the first place. It gutted slugging which was the most fun tactic to play against out of the alternatives against good survivors. You either camp, tunnel, or slug against good survivors if you want a chance at winning. Now they have to just camp and tunnel everyone.

    We buffed DH the best survivor perk in the game..for some reason. This perk and exhaustion perks in general need significant toning down..yet we're getting it buffed. Literal opposite direction.

    We made hit validation survivor sided when loops/maps/most things in general are already in their favor...for some reason.

    At high mmr we are facing ridiculous amounts of hackers.

    They made mmr essentially the same across your killers and without a reset/degrade system making most killers generally speaking unplayable once you reach a certain mmr.

    The fact that once you reach a certain mmr you just no longer have fun on that killer as every match is a complete sweat fest.

    The majority of maps are very survivor sided but it's been this way forever and has never changed. Why do we still have maps that are completely too large? You got Red Forest? Ormond? Haddonfield? Badham? Your chances of winning are basically non existent unless the survivors are just complete garbage which is even more unlikely now with mmr.

    There are too many things in the game that are so unbalanced you will lose regardless of how well you play as killer. That's bad design.

  • It's always been stupid, but yes it's even more annoying now. Pretty wild that the strongest perk in the entire game got a buff. Crazy times.

  • I'm probably not the best to ask as I'm not really a fan of Clown in general and haven't put much thought into how to fix him.

    That said, I'll spit ball some thoughts, just keep it with a grain of salt.

    Firstly, the bottle slow down should force medium vaults.

    Secondly, he needs some form of map pressure. Maybe something like a jack n the box he can put around a gen that blocks the gen from being worked on for a set amount of time. This works as a "pseudo" map pressure by being able to have more control over which gens are being worked on.

    I've also seen the idea tossed around of his second bottle instead of its current effect causing controls to be reversed.

    Like I said, I'm not the best for Clown ideas, but he's definitely in a garbage state even after his rework. When's the last time you've even seen someone use the yellow bottles in a match? Exactly lol.

  • He was never in a good spot and is still not in a good spot. His rework was a total failure.

  • Not even remotely.

  • As a side note, the fact that pretty much everyone admits that nearly no killers would choose to play against swf if they had the choice should in and of itself tell you there is very much a problem with swf.

  • I would like to see them if you do for future ones because all we have now is simply everyones opinions with nothing really objective to reference as evidence.

  • Only if they're against bad survivors.

  • @Duality said:

    And does the MMR works well?

    Cause I remember when they first implemented it, it was a complete mess.

    They said it's just kills/escapes and length of the match. "Skill"

  • She needs something. She got dumpstered.

    We literally pallet loop her in solo queue now, it's sad.

  • @Bennett_They1Them said:

    https://forum.deadbydaylight.com/en/discussion/comment/2647437#Comment_2647437

    also, in the perk's description, it's a trap!

    why would an intelligent parasite make a trap that doesn't go off?

    Guess our changes fixes the lore as well then lol.

  • So much wrong with Eruption.

    Firstly, 6% is trash. That is literally seconds of a survivors time. 4.8 seconds if you'd like the exact number. That is completely worthless.

    Secondly, you have to kick every single gen you want to be affected by it. That is an extreme cost that cannot be overstated. That is a lot of wasted time and pressure for a maybe chance of it activating on it.

    Third, we say maybe chance because many of the time it will even get popped after kicking it before you can trigger Eruption. So not only was that extremely costly to kick it for such a small reward but you may not even get anything at all for it.

    Lastly, there's also a cooldown on it? Why?

    The only thing this bad perk has going for it is the Incapacitated effect for survivors currently on the gen. Even then it's only 16 seconds.

    -------------------------

    -Bump it up to like 12% regression

    -Automatically triggers when the gen reaches 99%

    -Incapacitated is now 20 seconds


    The automated triggering is the most important part here and is why we have left the cooldown on it. It may even still need more, but this is a start. People typically just don't realize how heavy of a cost it is to ask the killer to constantly be going out of his way to waste time kicking every gen. That loses him a lot of time and map pressure. The reward needs to be measurable to that cost.

  • Not only does she not need more nerfs, but she could use some buffs. They already completely gutted her. She’s a shadow of her former self and actually pallet loopable now, it’s sad.

  • It’s a measly 8% regression which is pathetic. Remove the basic attack requirement and the cooldown. Now it’s reasonable.

  • No wiggle speed increase, that’s very unhealthy for the game. Make it hide all hook auras map wide instead of its current limitation. Maybe even a slightly increased wiggle control as well.

  • No to the blood, but make footsteps 100% quieter and make the decreased scratch marks even quicker than it is currently.

  • They also need to have much better base detection range and faster move speed. Currently they aren’t intimidating at all. They need to be actually scary. They’re currently not good enough at creating map pressure and that’s what he’s lacking. Something like 25% increased move speed per survivor infected would go a long way.

  • I’ve been thinking about this change as well, good idea.

  • I agree, as well as rule set #2 and her ambush addons. Too many of her addons are bandaids fixing issues of her base kit.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646382#Comment_2646382

    They and I used to argue about whether or not BHVR were dealing with NFT's. They said there was no way and it was obviously a scam, we had a whole multi-page discussion over it.

    News came out and I said something like, "I wish you were right Orion" and they said:

    https://us.v-cdn.net/6030815/uploads/HHTP53Q1S5P4/screenshot-2021-10-21-124806.png

    Oh wow didn't know.

    Interested how DBD's on Steam currently when steam put out that they were not allowing any games involved with NFT's on their platforms. I didn't read too much into it so maybe there's some exception there I don't know of. Do we know anything about that situation?

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2646291#Comment_2646291

    Well, I for one, hope you do not join them.

    I still can't believe we lost Orion :(

    Whatever happened to Orion? Haven't seen him in ages.

  • @GeneralV said:

    Yeah, what most people said here is pretty accurate.

    Many old faces seem to be missing.

    I see very few faces from years ago, if any. Most left or got banned.

  • I basically only play solo queue and be vastly exaggerate how bad it is. It's not that bad at all. Even in solo queue I'm still the power role.

  • Just make snuffing a boon out breaks the totem, boom done.

    Now they're still strong but on a limited resource. We don't need to make it complicated.

  • That's why it makes no sense to hide MMR other than preventing people from knowing it's not working well.

    While not exactly a reliable way of telling if you're high MMR, I typically find that you're around max MMR when the play time of people in your lobbies is at least 1.5-2k+ hours each.

  • The hit validations we currently have are terrible, so I'd say no.

    Also, even in her current state Huntress is very loopable. She doesn't need nerfs like hit validations.

  • Maps - Be that loop design and simply size. Very unbalanced.

    SWF - Obvious reasons here. Even casual friends just chillen (which is usually the excuse that it's not a big deal) is essentially tripling their perk loadout. They don't need to be a death squad to completely break the games "balance".

    NOTE: We also used to see old data on SWF rates across the board making the number look low, but the rates of SWF at high MMR are significantly higher. This should be obvious though as SWF will naturally increase your chances of winning drastically and pile them up at high MMR. So as if the game wasn't already unbalanced enough, if your a killer at high mmr you are forced to play against SWF almost every single match. I'm tracking my games and 80% of the matches are 3-4 man SWF. I ask post lobby (most are kind enough to tell me) and look at profiles for reference.

    Objective times - 3-4min objective times for survivors compared to 10-20min objective times for killers. It's completely out of whack. Just in the time on average that it takes you to pick up, walk over, and hook a survivor you lose half an entire generator worth of time...each time...let that sink in. That's nothing you can out play, it's literally sunk time that every player is forced to commit.

    Killer power level - Most of the killer roster are simply way, way under tuned to have a fair chance against equally good survivors. This kills match diversity for high mmr survivors and irritates killers that feel like they lose at the killer selection screen.

    Perks - Since you didn't want to go into it I won't go into detail but there are a lot of extremely unbalanced perks that throw the game off as well. Just putting this so it's a known issue.

    Items - Items are generally too strong, especially speaking of medkits here. Whether you bring medkits or toolboxes drastically increases the odds of your team winning. They obviously should improve your win rate, but it's a much more significant difference than it should be.

    I would say maps, swf and objective times are the biggest issues though if we're trying to prioritize.


    We used to debate about whether we think the game is supposedly "competitive" or just a casual party game. While it seemed the devs wanted the game "balanced" around just a casual party game (aka not balanced at all), the introduction of MMR seems to completely contradict this as MMR is something you implement into a competitive game.

    So now we're currently left in this awkward state of kinda a casual game but kinda going for a competitive game with a foot halfway in both directions. The game doesn't seem to know what design philosophy it wants to be. The game lacks direction.

  • Multiple of the survivors names are censored as well for some reason.

    Tunneling and Camping is censored.

    Chat filter is one of the worst systems they've added. You can choose to turn off the chat box if you want to be in your safe space. The fact that we can't choose to turn the filter off has forced it on all of us. I'm a big boy, I can handle mean words, I'd like to have it turned off.

  • Some form of reference? No one knows what you're talking about.

  • Your MMR should slowly degrade over time on all killers or at least reset at some point like the old ranking system. Wish we'd actually have seperate killer mmr as well, not what we have currently which is basically the same mmr for them all for how close it is.

  • @ShinobuSK said:

    I dont like this aspect of sbmm, since its invisible. You cant tell if its bad or working or if they changing it or if its bugged at the moment.

    I will go with the last option because since rank reset the disparity in skill is unreal even for a broken matchmaking, so I think its currently bugged somehow

    Not showing our mmr ranking makes no sense I agree. You can't even tell if it's working or not working.

  • @scubasyd said:

    Mmr is garbage

    old emblem system was better

    I agree.

  • If they increase the number of hooks or make it apply to the basement as well, then yes, other wise not really.

  • If they played toxic I kill them anyway.

    If they didn't play toxic I take it as an offering and an act of submission to losing. I typically give them hatch.

  • Any effect related to counter sabo be that repairing hooks or even slowing sabo times will always be trash. An entirely different effect is needed.

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