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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Looks like Ghoul, Twins, and Knight were all really close together on the bottom end of playing against.

    Some interesting results here, thanks for putting this together!

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4119526#Comment_4119526

    I'll miss seeing your takes here you were consistently one of the reasonable people. I had the pleasure of seeing you in the Fog once, but I'll always regret that it had to be one of my mean builds at the time. I never play Wesker but when I did, it was with Coulrophobia for the anti heal build. I hope next time you'll get to see The Bark Lord

    Thank you, you as well.

    I've had my fair share of Coulrophobia Weskers so I don't remember the specific match but no worries lol

  • Well that's disappointing. When October rolls around that'll be exactly 5 years since I joined the forum. End of an era for sure and I'll miss some of the conversations here.

  • I think Thana needs more of a rework rather than a buff honestly. It's arguably too strong on Plague as is and buffing it just makes that problem worse even though it's a bad perk on 95% of the roster. It needs to be made better for most killers, but in a way that doesn't make it better on Plague/Legion.

    Either way, it absolutely needs some kind of change post-diminishing returns especially now that stacking it with Dying Light is not really worth considering at all anymore

  • Diminishing returns pretty much killed luck stacking altogether, so I think it's only a matter of time at this point. Slippery Meat being reworked kinda leaves Up the Ante in an awkward spot since they were only really worth using together (even with diminishing returns, the extra escape attempts offered by Slippery Meat was still enough reason to combine them imo)

  • Excessive slugging is something that needs to be addressed directly through actual game mechanics; completely scrapping the previous anti-slug changes instead of continuing to iterate on it was a mistake. Having an abandon option related to it was only a band-aid solution

  • @100PercentBPMain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118650#Comment_4118650

    honest question though, once we know Dark Arrogance is in play cant we just never respect pallets? Killers are gonna be mega scared of the super stun

    The longer stun doesn't make up for having 5 permanent STBFL stacks that can't be taken away and on certain killers who don't get stunned that much (ie. Singularity) it's really not a huge downside

  • Boon breaking should just be a basekit option, boons should be re-balanced accordingly, and Shattered Hope should do something else

  • @Dreadnight said:

    I've been thinking about the usefulness of this perk, but it's too weak and only really useful if you're getting tunneled and also have Dead Hard.

    At least, they should reduce the recover time to 15 seconds, 30s is too much.

    I think the combo is Off the Record, Borrow time and Dead Hard.

    You can already do this with Second Wind. Get hit within 20 seconds of being unhooked (or 10 without OTR), Second Wind mends you and you get your DH back. As long as you have Second Wind activated, the worst case scenario is the killer doesn't tunnel you and you just get healed instead, compared to the new BT doing nothing in that situation

  • Pain Resonance and Grim Embrace both need this change imo

  • Dark Arrogance's new effect is just overtuned in general

  • I agree. Out of all of the perk changes this patch, this is the only one that I feel was just a complete miss and should be reverted altogether, the new effect is not good and the old effect was fine even without it extending elusive, by not extending elusive it actually makes the perk more effective because the killer can't tell the perk is there if they're following you waiting for unhook protections to expire. There being a perk that makes unhook protections longer is very healthy for the game as an anti-tunnel perk and BT needs to fulfill that role

  • Dissolution should probably just get a rework tbh, it's a poorly designed perk and needed a change but I agree the new version is probably not that great

  • Borrowed Time rework should be reverted for the reasons stated in my previous comment in this thread, the reworked version is a weak and niche effect and there wasn't anything wrong with the previous version, it doesn't need elusive added in order to be good and worth bringing

    Dark Sense still does not feel particularly useful, as long as its activations keep getting wasted when multiple generators are done and/or being in dying state this perk is just too niche and limited, can't see myself using this much unfortunately

    Thank you so much for the Plunderer's and Pharmacy changes, love this

    Road Life rework was almost exactly what I suggested with it having a built-in self healing ability so very happy to see that, however it currently allows 8 second self heals when activated without any other perks which is a bit much, I think this should be a little bit slower (but should still be faster than medkits)

    New Slippery Meat is alright but it kinda makes me question the purpose of Up the Ante now as it's not really worth using on its own without the extra escape attempts Slippery Meat offered, unless the long term plan is to move away from the luck mechanic as a whole

    Sole Survivor was long overdue for a rework, good job on this. Would like to see Left Behind get a similar treatment in the future

    I am not sure the reduced duration on Friendly Competition was necessary, even if that hadn't been done I don't see this being stronger than Prove Thyself

    Huge fan of the Flow State buff, I will definitely use this more now

  • Dark Arrogance being a permanent 25% faster basic attack is a tad overtuned especially on some of the stronger basic attack killers, it should be more like 15% but in exchange lower the penalty effect back to 15% as well (vault speed should stay at 25%)

    Compromise perks - I like that these are being made less restrictive but 3 compromises at a time pretty much removes all opportunity for counterplay to them, it should only be 2 and additionally Machine Learning did not need the 2% haste increase, it already did that once before and had to get nerfed, and even just 1 additional compromised generator at a time is a massive buff already, this should go back to 8% imo

    Knock Out is problematic on certain anti-loop or trap killers like Artist, Knight, etc. that can force you to leave a pallet without breaking it.

    Distressing's new effect feels a bit on the safe side, it shouldn't be a crazy high number or anything but 8% slower repairs only adds around 7.8 seconds to the gen if you were in the terror radius the whole time and the cost of the bigger terror radius needs to feel worth it. I think this could be upped to 10% and not be an issue

    Iron Grasp feels like a bit of a missed opportunity with only getting a tier 1 and 2 number increase, it's generally always been inferior to Agitation unless you want to run both and could use something extra to stand out a bit more

    Huge fan of the new Ravenous, Whispers, and Undone, great job on those

  • Fully agreed that the 8 slots isn't enough and there needs to be a few more. The "Damn" thing doesn't bother me though

  • Clown was one of the main offenders of oppressive haste stacking and why diminishing returns was needed, and honestly, the buff Singularity got back then where the 3% haste was converted to a speed increase should not have happened at all, there's no good reason he's allowed to bypass it but other killers can't, none of them should be able to

  • Sloppy Butcher is still good, and it got a lot of its value back last patch by Vigil finally getting nerfed. Sloppy is fine.

    But I agree Leverage was a missed opportunity post-diminishing returns, it feels pretty underwhelming atm and gets very easily countered by a lot of survivor perks

  • @ShadowCyrax said:

    The biggest issue with Pharmacy right now is that when paired with Appraisal it let's you double rummage every chest without losing Appraisal tokens. A full swf with coins and keys can get a lot of Specialist tokens and permanently reduce a lot of gen progress.

    That sounds like a bug, the first rummage should be the Pharmacy rummage but a second one should use an Appraisal token.

  • I think my one concern with this perk is killers that can force you to leave a pallet shortly after it's been dropped, without actually breaking the pallet at all, like trap killers or killers who vault pallets. Saw an Artist using this yesterday and it didn't feel like there were a whole lot of options at certain tiles

  • 99% of the time, I don't like this either. In general, I hate the idea of survivor perks being disabled by other survivors or survivor perks having penalties that affect other survivors when they had no choice in it (ie. the preview version of Steadfast we saw several months ago).

    Shoulder the Burden is in that 1% where it's such a powerful effect that there really is just no way around it, it's simply too powerful to be allowed to be used more than once and the only way to change that would be to change the effect and at that point it would just be a rework, not a nerf

  • I really like the challenge that Hyperfocus provides when used by itself, I'd be sad to see it go if this were flipped around, and Hyperfocus wasn't an issue at all when not combined with Stake Out. While Stake Out did have some other synergies as you mentioned such as with Fogwise, ultimately between Stake Out and Hyperfocus, Stake Out was the perk that was actually limiting the design space, Hyperfocus wasn't.

  • Botany will still have its place as the unconditional healing perk that also works with self-healing, it most definitely does not need to be buffed at all.

  • I do not think the Borrowed Time change should go through at all.

    I understand that according to the patch notes you do not wish for it to extend the elusive effect. It already works this way on the live build, it extends haste and endurance but it does not extend elusive, and ironically this actually makes the perk better than if it did extend it because it tricks the killer into thinking your unhook protections are over when they aren't. It was completely fine the way it was, and there's no rule that says all of the unhook protection effects have to have the same duration.

    Furthermore, the reworked effect is incredibly niche and not good. To get any use out of this you need the killer to hit you after being unhooked or you need to have endurance from only a small handful of perks, and it doesn't even work well with one of them (MFT) because in that case you actually don't want to be auto-mended. At best, this perk does very little, at worst, it could get you killed against Legion by auto-mending a deep wound at the wrong time and extending their frenzy chain.

    Do not go through with this rework, this is not a perk that needs to be reworked in any way.

  • The whole purpose of the change was that it doesn't guarantee medkits when you rummage so you still have an opportunity to get other items while using Pharmacy.

  • @TrinityBabe said:

    Please BHVR, this change makes no sense. If you're that worried about elusive, can't you code it to not be effected by BT?

    Fwiw, it already works this way in the live build, it extends the haste and endurance but it does not extend the elusive effect

  • @Crowman said:

    There are more source of endurance than just unhook protections and dead hard.

    Made for This provides Endurance when you pick up a survivor from dying.

    Soul Guard gives you Endurance when you heal/recover from dying.

    We're going to live forever grants Endurance to a survivor you pick up.

    Then you have killer powers like Legion and Ghoul.

    I think the idea behind this change is interesting. It would allow a survivor to build a protection build around MoM. But there's not really many reliable means to give yourself endurance besides Dead Hard to make such a build worthwhile. It is technically a time saver as it means you do not have to mend which is helpful against Legion, but then it's just a similar problem that Virgil was having against Clown/Freddy.

    Overall, probably shouldn't change BT to this as the design space is just not well supported with current game mechanics.

    You don't want this with MFT though, you want to be in deep wound to keep the 3% haste

  • I agree, this perk should remain the way it is. It doesn't even need to extend the elusive to be good, if anything I think that actually makes it better because it retains the surprise factor of having longer endurance

  • I think Windows did deserve a nerf, however I believe the proposed change of it only revealing windows is the wrong way to nerf it and makes it not worth using.

    The most important part of Windows was knowing which resources are available. You only need to see a window once in order to know it's there for the rest of the match. On the other hand, seeing a pallet somewhere early in the match doesn't mean it will still be there later.

    Making the perk only reveal windows, therefore essentially removes the primary draw of why the perk was useful at all. Window spawns and availability is much more predictable than pallets, and on some maps windows are very static/don't change much with the map generation RNG.

    There are other ways this perk could be changed that would bring it down but would still preserve what makes it worth bringing, such as reintroducing the cooldown it used to have several years ago and/or decreasing the reveal range. But completely removing pallets from it just kills the perk imo.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117162#Comment_4117162

    And this is something which I then dont really understand.

    Dissolution deserves a Nerf, no questions here. This Perk is so boring and unhealthy.

    But Blood Favor is completely fine when it is not part of a full Hex-Build with TOTH. It is a good Perk, but it is a Hex-Perk, after all. Even if it is not so different from Dissolution when it comes to its function (making it unable to use Pallets), but as a Hex, I think this is fine. Not as a Hex which takes ages to cleanse, but as a regular Hex, no issues.

    And DMS… Depends what they do. Might be a numbers nerf or might be something related to how it blocks Gens. E.g. by not blocking a Gen when a Survivor is not manually leaving it. But personally I think that DMS was fine as well.

    Agreed on Dissolution needing a nerf and Blood Favor probably not deserving one, but I did feel DMS needed to be changed, it enables too many powerful synergies with certain other perks and disproportionately impacted solo survivors

  • @MashedBroccoli said:

    as a non windows user i truly won’ be affected but i gotta wonder, are crutch killer perks getting nerfed too? Starting to feel like this balance is in favor of killers lately.

    Blood Favor, Dissolution, and Dead Man's Switch were all mentioned in the spanish blogpost.

  • Very interested to see the rest of the changes tomorrow

  • They already tried 10 second cooldown and it was too strong, at most they could make it 11.5 but Power Drill would have to be nerfed or reworked. I agree with the Scamper change, it feels too situational currently.

    • Blindness while charging blink and while blinking (ends when in fatigue)
    • Stuns reset blink charges to 0
    • Fatigue no longer overrides other stuns like it does now (this is more for consistency than anything else especially given the above change)
    • Addon pass (a handful of them need reworks)
  • Agreed. These addons need to be addressed and they bottleneck Legion's balance

  • Circle of Healing used to be like that and it was blatantly overpowered.

    As for Self Care, it has to be slow by design, that's the tradeoff for it being unlimited and not having any other condition. Many other self-healing perks are much faster but have some prerequisite or other limitation, which SC does not. Given that, its healing speed has to be low to be balanced in order to not be more efficient than another survivor also spending that time to heal you. It's not meant to be used at every opportunity.

  • 100% agreed Fragrant Tuft just needs to be how he works by default, Slaughtering Strike was always a mistake

  • Judgment was already problematic especially with certain builds before these buffs and now they're even stronger. I honestly don't know why this was done but it needs to be reverted immediately, 0.8 second curve is laughably broken

  • Honestly I wouldn't be surprised if this is a test run for a potential invocation perk rework in the future

  • It's only useful if the killer isn't proxying the hook which is mainly why I'm not a huge fan of the changes, plus the elusive duration gives away when the unhook protections are over. I still feel like these changes were rushed through too fast and not given a proper test since the last ptb wasn't good for that

  • Definitely agree Emergency Helmet would've made a lot of sense in 2v8, and perhaps also Light Wand (makes the turrets inactive for 3 seconds longer when exiting the tunnels).

    I think the Haste effect out of the tunnel fits 2v8 pretty well, I don't really have any issue with that. But having the equivalent of Xeno's Mangled addon just seems kinda…out of place? Idk, in a game mode where healing can be very fast due to Medics and 3 people healing a survivor at the same time, this is just not that great and it feels weird to be tied to a specific killer. If there was a killer class focused on anti-healing that any killer could use and it was adapted to 2v8 that'd be one thing but just slapping Mangled (not even Hemorrhage with it) on tail attacks feels off and not particularly useful in this context.

  • For killer: Badham Preschool

    For survivor: Fallen Refuge or Forgotten Ruins

    For both sides: Trickster's Delusion

  • @Wezqu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4115624#Comment_4115624

    It would be only three tokens so if he does not kick a gen often he will not get that much value out of it. Also when survivors would know the killer has it as they can see the gen getting blocked after a kick they will just hit normal skillchecks its not going to effect the gen speeds that much anyway.

    They could also limit it to be able to block one gen at the time so if they kick another to block the other is unblocked.

    Undone has a cooldown, it's not possible for it to block more than 1 generator at a time

  • I don't like this at all as it'd basically be punishing survivors for just doing what they're supposed to do.

    I think as a whole we need to stop adding perks that punish either side for doing their objective. Kinda like how Fast Track punished killers too much for hooking, this would be exactly the same thing

  • Killer: Enduring/Spirit Fury

    Survivor: Boil Over, and Vigil until recently

  • Either this or Exile needs to be less readily available. It's not good that one killer completely hard-counters this many perks and it also heavily restricts Judgment's build variety, like yeah the aura builds are obnoxious on this killer but there's also not much else Judgment is even allowed to use (other than totems).

    I don't think this is really similar to Pyramid Head at all since he can't really guarantee torment every time he downs someone but Judgment pretty much can guarantee Heresy unless they're just not using their power. Much of the reason why I also think Torment on M2 remains a bad idea even now with cages having unhook protections.

  • Even if it didn't work on the last generator to avoid powercreeping Adrenaline, this would still allow survivors mid-chase to gain instant heals and random bursts of haste especially on the later gens, I don't think this would be healthy at all

  • Tried it out tonight and although I didn't have any major problems I did get some lag spikes and overall worse performance than normal. That said, given the amount of more serious issues others are reporting, I don't feel like this is the way forward

  • How long is this test active for?

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