LeFennecFox
LeFennecFox
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Just an issue with DS being so late that the wiggle skillchecks pop up before you can hit it
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Even if names are hidden streamers would still find a way to accuse the killer of tunneling/camping/stream sniping.
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I thought the huge list of changes to nurse included fixing issues with hills? They completely eat up blinks for 0 reason still. When I fully charge a blink to reach the otherside of a hill I shouldn't blink 1m onto the hill.
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The bugs related to her chain blink seem to be fixed after the latest update. Object collision and forced overblinking (unless you want to get a dead blink) on skinny walls/objects are still an issue though.
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@ukenicky said:
No we want Alchemist Ring nerfed because it's actually problematic.
Anyone asking for Adrenaline Vial nerfs is throwing out some massive bait or just mad lol.
Adrenaline vial is insanely strong. Having 7 rushes with insane token recharge is busted!
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2792810#Comment_2792810
Then why are they nerfing Boil Over?
Why did they nerf DS on multiple occasions?
Why did they announce a DH nerf?
The Devs make some really...questionable decisions but they get enough ######### for the stuff they do, don't make stuff up.
Boil over is getting nerfed because people would stall the game and deny the killer's time spent looping by just wiggling out for free and force the killer to try slugging for 10 minutes. You could no mither unbreakable as well which made it even more obnoxious.
DS let you do gens in the killers face and was horribly designed. If you're doing bones/healing/unhooking/working on a gen you are NOT being tunneled. It's still one of the strongest perks in the game after all these nerfs.
DH was already an insanely strong perk even before it had hit validation. Most used exhaustion even with the chance it might not work if the killer is close because dodging a hit was never why it was strong. It's the distance gained at the press of a button letting you play very greedy with little risk now that you will never get hit through it.
You act as if these balancing changes were made just to ruin survivor's fun. Boil over will stay a bully squad perk because the perk itself just isn't good.
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Is this a legit post? It's almost a guaranteed hit since they can't fast vault it just fake it until they drop. Unless they have a mile of distance the vault is pretty awful.
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It's 4 perks dedicated to an endgame build that needs a good map and the survivors to not be on a gate too fast
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@Uotsumi said:
With the exception of the 4 in the basement, there are currently only 8 hooks in Midwich.
This may be a deliberate design, as the developers have statistics showing that this map is dangerous for survivors.
I believe it's a serious bug, but sometimes developers do quaint "balancing" things that we don't think of.
Giving the survivors a free wiggle off area isn't balancing. They should be making static hook spawns at the very least so that you don't have a 1 minute chase for them to get off because of rng. I've had 3 games where a corner is just a deadzone or I had to break two walls to even have a chance.
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@Coffeecrashing said:
Nurse most definitely had a change to whether or not blinking through an object works or not. Before this patch, I could walk forward until Nurse is touching a window vault, and make a very small blink, and I would consistently make it to the other side of the window vault. Now I can’t do this at all. In fact, in order to blink through a window vault, I have to overblink to the point where Nurse lands beyond the window vault, with a gap large enough that I could float back a few steps to get back to the window vault. This makes short blinking through walls feel awful.
This also makes Nurse feel awful when she’s chasing a survivor with blinks, because the survivor’s effective collision hitbox is noticeably larger than it should be, so if she’s directly facing them and overblinks a bit, she ends up getting pushed backwards for a distance that’s bigger than the survivor’s actual collision hitbox.
TDLR: before this patch, if Nurse tried to blink through an object, and had mostly cleared the object, it would work. Now she has to overblink through objects to a point that’s well beyond that object’s actual collision hitbox.
She always had issues with collisions but yea I played her after the ptb went live and small blinks just get eaten up by even small objects that would have let me barely tap and blink through. I was having a lot of issues with overblinking so maybe they changed her a lot in some way
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It's going to be unfun on artist and very strong on top 5 killers. People will run it with corrupt, deadlock, dms, pain resonance/tinkerer. You will apply a few PR and block a gen a the start and with good mobility block 1-2 gens ready to pop. All while you're chasing as well since you know a survivor is/was there so you can stall the game while you get your quick hook states.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2771209#Comment_2771209
And you still lose the pip, lol
Run agitation starstruck for the next day it's not uncounterable and if you're on a strong killer it won't matter. They can't all be close to the spot if they want to do gens.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2771351#Comment_2771351
So what you're saying is remove the self care penalty but keep the self care. Nah that would be busted. In no world would 10 second SOLO heals for everyone be balanced. Like the perk is working properly idk how it's not. It gives you the perk Self care inside its radius but meanwhile it increases ALL heal speeds by 75%. so the 50% penalty you would have (0.5 charges per second) turned into a 0.875 charges per second which is still an 18.2 second self heal.
People will still be running it pretty consistently after the nerf. A good medkit w/ botany and you can get really fast heals to reset for hook saves making tag pressure even more useless. People will rarely be injured on gens or in the open. It might take some pressure off gens, but on certain maps it's a serious problem where the entire main building and edges of it are covered on the second floor. It's a nerf to a lot of the weaker killers who can't convert injures into downs consistently and quickly. RPD library is the worst of them all with a time waster vault at the top and it being far in the corner. The sad part of it all is the counter is to just tunnel survivors out since if you waste time in chase and you let them get away 2-3 gens pop for no benefit possibly even a boon up to heal off of too.
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@Kaioken99 said:
https://forum.deadbydaylight.com/en/discussion/comment/2771407#Comment_2771407
But then shouldn’t the perk be properly worded as “the speed of healing other survivors is increased by 75% and survivors can heal themselves without a medkit”? Right now it’s worded in a way that suggests that all healing speeds are buffed by 75% and that’s kind of misleading.
Just BHVR things I guess
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2771303#Comment_2771303
that's the maths behind it, but OP is asking why circle of healing applies the 50% debuff before increasing all speeds by 75% when it isn't stipulated anywhere in the perk description it works like this.
Completely missed that part so I think they just forgot to add it to the description or assumed people would know because it's the same wording as self care perk.
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@Kaioken99 said:
Don’t get me wrong, I’m okay with CoH being nerfed but the perk’s wording suggests that you can heal yourself at the regular rate and at an increased 75% rate.
I’m pretty sure that self-healing is 16 charges and not 32 charges by default. Before the nerf, the fact that self-healing with CoH took 16 seconds suggested that base self-healing took 32 charges and the 100% bonus doubled your healing rate.
Wouldn’t that imply that med-kits also double your self-healing speed without saying it?
Again, I’m okay with the nerf, but shouldn’t it be working properly to then find the sweet spot to balance it?
This should be how they work if I'm not mistaken and seems to match up
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Time = Base Speed / (1 + Modifiers)
Base speed is 1 c/s making healing (16 charges) take 16 seconds. They just modify c/s
Self care/boons reduces base charges per second to 0.5. Self care penalty is done before any bonuses are applied.
Medkits just heal at 1 c/s I believe when self caring besides the green medkit.
Normal self care
16s / (1.0 - 0.5)
16s / 0.5
32s to self care
Boon self care before nerf
16s / ((1.0 - 0.5) * 2.0)
16s / 1.0
16s to self care
Boon self care after nerf
16s / ((1.0 - 0.5) * 1.75)
16s / 0.875
~18.3 seconds to self care
Boon self care before nerf + Medkit
16s / (1.0 * 2.0)
16s / 2.0
8.0 seconds to self care
Boon self care after nerf + Medkit
16s / (1.0 * 1.75)
16s / 1.75
~9.1 seconds to self care
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2770318#Comment_2770318
thank you, that would be very helpful
Semi-related but is the change to tokens for powers intended? You no longer lose charge towards a blink token or bubba token just because you used the power before it's fully recharged which seems like a QOL change.
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For one the gap between solo queue and swf will let them actually balance killers more effectively. Just think about all the meh killers that get nerfed or stay weak just because new players/uncoordinated players suffer against them (RIP wraith).
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The survivors are basically throwing just to mess with you. Just keep them all slugged and play mean and they lose anyways
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The mods aren't going to like this!
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@throwaway79465468797 said:
Your MMR is determined by how many games you win vs how many games you lose. MMR cannot interpret how much "skill" a player has by running the killer for 5 gens and ultimately dying for it.
Not only is that completely reckless for someone to do but it's also belligerent, demeaning and selfish. Now I also understand that Twitch is a performer's platform and some people feel they have to perform for their audience... but that doesnt change the outcome of your decisions.
In a nutshell they're saying maybe you should make better decisions because those are what win you more games. Instead of acting like a tool and expecting compensation for your lack of apathy.
Survivors do not choose to run the killer for 5 gens it is completely out of their hands if the killer decides to just tunnel them out of the game.
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Sadly the devs are stuck in their own little bubble so this won't be happening ever. They'd rather think up some long term fix which they haven't been able to since the game was released.
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@jesterkind said:
I disagree. The infinite part is just what boons are supposed to do, not a design flaw- and with the healing speed bumped down, it'll already be a lot better.
I'd argue it's not far enough, not that it's not in the right direction. A cap on self healing speed following this and a few more tweaks to things like boon verticality would be the escalation I'd want to see after this.
I wouldn't call 2.4 more seconds to a self care and barely over a second for altruistic heals much of a nerf
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There is a thing called waiting a little bit for the next skillcheck
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2768590#Comment_2768590
This perk sucks for many reasons. Only works on the second hook state, and requires another survivor to trigger its effects. Not to mention it doesn't even tell them it's in play.
Only other option is don't get hooked. Nothing you can do against a bubba or other strong killer from just camping people and the devs think getting 2 kills from face camping is skillful so good luck.
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@CleanseThis said:
Lethal Pursuer should be taken down to weak and switched with Bitter murmur.
LP is way better than bitter murmur because it let's you understand where everyone is at the start and get very early chases. On high mobility you can practically get in a chase before it runs out.
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@Bwsted said:
Every perk that has guaranteed or almost guaranteed value is a candidate for the high tiers.
If the value comes in the form of actually fulfilling your objective (aka hooks and kills, which in this case follow immediately from the ability to get a a quick down), then of course that translates into a S-tier contender.
Noed is an almost guaranteed value, because the times it's pre-cleansed are basically non-existent even in comp. Camping is also a counter to pre-cleansing.
A build like Corrupt, Deadlock, Noed and a 4th perk depending on the killer, is pure S-tier out of the sheer fact that it's guaranteed value in game-changing area.
It's guaranteed slowdown (denying your opponent's ability to complete their objective) and it's guaranteed speed-up of your objective.
Camping your first down to death and having the time left for another hook before gen completion, ensures a guaranteed Noed proc and puts any killer in a prime position for a snowball.
This should net you 3ks consistently and 2ks on a bad day or if you're going against prime teams. If you get anything less, then you ######### up royally along the line, or you're playing an m1 killer.
To put this onto perspective, a 6-hook-stage performance with only 2 unique hooks is considered fairly straightforward to achieve in comp.
Tl;dr yes, Otz is right on the money about noed being S-tier. He also did an entire stream just getting 4ks by camping warly game and then wrapping up with noed. Iirc, only a 4-man who streamsniped him broke the streak (don't quote me on that). I haven't had a look at the rest of the classification.
Link to the vod or any idea when it happened? I can't seem to find it.
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Opt-out considering half the time I can't even communicate with the other people in end game chat because it's all hashtags even though nothing offensive is being said.
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Hatch is literally a pity escape given to the last survivor that has 0 effect on mmr. It's fine as is and the recent changes to how hatch spawns finally got rid of people abusing keys to escape with 3 people when they would have lost.
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Your mmr would have hit the rock bottom after maybe 9 losses how
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If you accidently recharged your blink to 99% on your second token then you use one blink instead of having to wait for a whole new token it's still at 99%.
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The new changes on ptb also buffed nurse/token killers. After blinking/using bubba's power you keep the amount you charged before hand.
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Yea I've seen tons of console lag switchers where when they're about to die they start lag switching or right before hooks. People lagging should just stand in place or something and not rollback killer downs/actions.
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Going to suck if they nerf the block time into uselessness just because one new killer is too strong with it.
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@ThatOneDemoPlayer said:
With the right Add-ons, she's better than pre-nerf. Iron Will completely negating her Power is bad tho
Cherry blossom counters iron will and let's you brute force a loop in seconds if you have movement speed addons as well.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2734639#Comment_2734639
It wasn't nerfed for artist, it was buffed to be a counter for boons.
BTW it is pretty simple math, before the "nerf" it only provided a 6% slowdown to cleansing per token, leading to a 30% slowdown to cleansing and it gave a notification. Now it provides 10% per token, leading to 50% slowdown. This makes cleansing a dull take 28 seconds, 14 more seconds, not 4. While blessing a dull this is the same, but thrill makes it where blessing a hex takes 56 seconds, a little more than 4 seconds. This makes it a defined buff to totem slowdown and boon defense, while undying is still a hex protection perk.
Over half the killers couldn't even go defend the boon if the notification activated because chases and pressure are more important.
True but the main appeal of the perk was instantly knowing when people work on your hex instead of slowing it down a few more seconds. I'd rather know 100% if my hex is about to be removed than waste a little more time to get my game changing hex out.
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I hope they keep the numbers the same since if they nerfed the time it's active low mobility killers will be too late to block the gen for long.
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@AngyKiller said:
Oh yes, let's nerf perks people think are 'crutch' and make every Killer as hard as possible to play. Which Survivors get 16 meta perks, purple toolboxes, and easy matches against Killers with no viable add-ons. 🤡
What makes the combos 'broken'? The fact that they are useful? Or just because someone says so? Because looking at the add-ons; they looks USEFUL, not 'broken'.
MDR gives spirit wraith double windstorm speeds while being able to attack out of it. Cherry blossom makes any outplay potential of survivors during chase impossible since she always knows you are there. She can bruteforce a loop with MDR + Cherry Blossom in seconds with little counterplay
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@Pulsar said:
Nurse being fixed feels like Dead Hard being getting it's validation and being fixed.
Like yeah, it's good that they are working properly, but you just buffed the best perk/Killer that didn't need buffs.
Deadhard didn't need validation for 99% of top players to use it because it's just that good. Now it's super safe to use anywhere which is godly and you can't swing through it with killer powers that should. The killer should never rollback a hit and instead continue their lunge/power attack through it which would let you actually play around it easier.
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It's a wasted perk slot on everyone except maybe 2-3 killers that are countered by items. Not sure how it can be "toxic" unless you're running a meme build to make sure survivors lose their items forever.
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@Starr43 said:
What exactly does this mean? Is it minor or is it potentially something significant that will lower the population of cheaters in Dbd?
I'm going to assume it's related to getting peoples IP's since streamers are constantly getting ddosed. It could also fix revealing killer's name/steam for streamsniping. It's worded in a way that it could also mean they're actually making use of DS to validate more stuff to prevent cheaters doing the impossible.
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@King_Rendal said:
https://forum.deadbydaylight.com/en/discussion/comment/2732257#Comment_2732257
The problem with the way DMS will function is basically it's just way over-tuned here. The impact of 45 seconds where no gens can realistically be worked on cannot be overstated and it's repeatable for every hook you get. You can imagine a good Artist player that gets a down every minute or so is going to be using this effect very often leading to a very significant percentage of the match where survivors just can't do gens at all.
Beyond that there are still other issues. Like how this promotes camping and throwing out crows to simultaneously deny the unhook/force a trade and still block gens. Or that unlike other regression perks like Pop and Ruin the killer doesn't actually have to go to the gen and pressure it, they get to just fire crows and it gets passively pressured for them. This of course feels pretty unfair since the killer isn't actively doing anything but still being rewarded.
It's only "overtuned" because they added a long range damaging killer that ignores walls, but surely they expected artist would be good with it. If they lower the time to even 30 seconds most killers won't get any insane value out of it besides the initial pain resonance knock off
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/comment/2734039#Comment_2734039
why do people say thrill was nerfed, it was a direct buff lol it is much better at totem protection than it ever was.
Thrill adds maybe ~4 seconds to cleansing a totem and only useful to make people not boon over hexs for pentimento because it takes so long. The notification let killers 100% protect their totems if they wanted to drop a chase. It was nerfed because of artist I bet since she could directly protect her totems across the map.
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@NastyBoyNat said:
https://forum.deadbydaylight.com/en/discussion/comment/2734560#Comment_2734560
I'm not really sure how to post videos on here but the entire dead dawg saloon you cannot blink into or inside at all you stand still including dropping down floors or up floors and its not just this map, its happened (just not as severely) on every map with being dragged down a level more common, there are also a lot of objects like loops and debris on maps you cant blink through when it should including a lot of pallets, I even used plaid flannel to see if it was my blink aim and the flannel would show i would blink through something and I didn't. I understand that a lot of work went into the recode and BHVR works really hard on new fixes which i appreciate
but in my opinion id rather play the old buggy version than this one.
Let them know since it could be fixed before hitting live. I know that nurse has always had random objects that eat her blink and deadzones but some seem new.
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The just need to fix blessing totems and not losing DS that's all
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I don't see it as being uncounterable even with a full build just for DMS value if survivors play smart and just do gens. Survivors can play around it by getting off super early and just eating the 16s of thrilling and giving no indication they're there. If she's far away her birds can be reaction dodged. She also has cooldowns on her birds and has to choose which gens to focus. With deadlock this could be insane though for camping since the average survivors just feed you hooks when you face camp.
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@Axx said:
It would be too good. Maybe with 15 seconds tops, but ain't no 45 seconds seeing a live version.
15 seconds??? By 15 seconds you'd not even be in range to contest survivors off gens. Even high mobility killers would only have a gen blocked for a few seconds by the time they're there
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Even before it had validation it was in the top 5 perks and everyone used it at a high level because it was just too good not to use. The only time you would be exhausted on ground was if the killer was right on top of them or they're in the open which it wasn't used for to begin with. Killers can't even try swinging through the DH and hitting them at the end because of the validation rejecting you.