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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • He's not balanced at all. He has high mobility, he has the free injure potential of Legion, he has a deep wound mechanic, he has downing potential with his ridiculously short leap cooldown, he gets a scamper ability that can also freeze a survivor, AND if that wasn't enough, he gets Bamboozle and BBQ as addons. He seriously needs to be toned down, no character should ever have all of that at the same time. His kit is ridiculous.

  • @DBD78 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3965261#Comment_3965261

    Then at the very least you should agree that people who spent money on this killer and enjoyed playing her before should get a refund?

    Either make her good or give people their money back.

    I'd have no problem with refunds

  • No she does not. She got thrown in the dumpster for a reason. She's getting reworked, any further dev time spent on her current version is a waste of resources. Her rework was always going to take time to do and leaving her in her previous state for several months or potentially over a year would not have been acceptable. Current Skull Merchant is extremely bad design and should never be made strong ever again until she gets reworked.

    Ideally, both of her first two iterations should never have been released the way they were to begin with so we wouldn't be in this situation, but that ship has sailed.

  • I agree about item addons being too bloated and they could probably be trimmed down (mostly just by removing duplicates and probably needing to adjust the items a bit with that in mind), but I think killer addons should remain at 20 the way they are. Most killer powers (especially newer ones) are far more complex than items and have a lot more things that an addon could meaningfully customize or alter. That's not to say that all addons in the game are good (especially some older killers really need addon passes), but the potential for 20 good addons for a killer power is there imo. Whereas with items there's really only so many things that an addon can do because you just don't have as much to work with.

    Having said that, I wish that some older killers did not have so many duplicate addons that do the same thing but just with a number change. They actually mostly stopped doing this after Artist and killers released since then have generally had much better addon variety. There's definitely no reason for Wraith to have 3 Windstorm addons for example.

  • I'm torn on this, because while I agree Ghoul should not be allowed to use Bamboozle this way, other killers like Legion don't deserve the nerf at all. It might be a better approach to just nerf Ghoul's special vault directly (or even just remove it).

  • @Valimure said:

    The changes were fine and needed.

    If they were going to change them further, it would make far more sense to allow killers to choose the map at a 100% rate to allow specific builds to work while Survivors have the option of banning maps with their add-ons. Add in Sacrificial Wards for Survivors as well, of course.

    I've only seen a killer bring a map offering not related to their build / when trying to get adept a small handful of times. Meanwhile, when playing killer I was being brought to Autohaven, Eyrie, or The Game every other match.

    Why should the killer get to choose a map at 100% success rate but not the survivors? It's not any more fair regardless of which side does it. The offering nerfs were needed for both sides, no one should be able to guarantee a map.

  • Boil Over - Encourages extremely boring gameplay and yet unless you specifically play into that it's not even a good perk at all. It encourages killers to slug and isn't skillful gameplay at all. Needs a rework.

    Vigil - Very overtuned perk that further encourages the meta by making exhaustion perks stronger while also being most effective against a lot of killer perks/addons that are not meta, and it stacks too. It's unhealthy and I think it should get a nerf.

    Grim Embrace - I don't like this perk for multiple reasons. It attempts to discourage tunneling but works perfectly well if you tunnel anyway and then use it in the 3v1. Blocking every gen on the map is boring and often results in time spent doing nothing. It's most effective on some of the strongest killers in the game and helps them build up even more pressure when they don't need it. I know the original version of this perk was bad, but the current version is obnoxious imo.

  • Eh, he's pretty bad, but I'd take him over Merchant or Trickster

  • Making Trickster 4.6m/s was always a mistake, a ranged killer that can spam their power should never have that movement speed

  • It's intentional, she can't be stunned during fatigue.

    I don't agree with that decision though

  • Clean Break. Extremely underrated perk that saves you a lot of time and makes you more efficient as long as you're confident in your ability to play injured. I almost always get good value when I run it.

  • It's a good change. He created a lot of lose-lose scenarios with his power. Giving basekit range and opening up those addon slots for other effects (along with getting better addons in general) makes up for it imo

  • I mean that combined with the default 5% regression would just match the pre-6.1.0 Pop which was way too good and that was in a time where gens took longer to kick and gen tapping was still a thing so it'd be even stronger now.

    Pop is still a powerful perk as it is, it doesn't need buffs at all.

  • You can only max out Sacrifice with late game hooks, or by doing a mori.

    When they increased the bloodpoint caps per category from 8000 to 10000 a few years ago, they never updated the scoring for this category so it became impossible to max out without one of those two actions.

  • @Langweilig said:

    The pallet safe window is definitely different to flashlights. Not sure if it’s supposed to be that way. I‘ve dropped so many pallets at the exact same time as I would go for a blind with a flashlight and they all didn‘t work.

    Pallet saves don't have the 0.4 second buffer that flashlight saves have. So with flashlights you can blind a little bit earlier and you will still get the save; with pallets if you're even a fraction of a second before the end of the pickup animation, it won't work.

  • Yeah they overcorrected on this. The system was too strict before, but now it's too lenient. They basically removed it.

  • I agree with the bloodpoints and I agree Blindness should not block it, it should be treated as a killer-power-related aura that gets an exemption. 20 seconds aura reveal is probably too much though

  • That's weird. I feel like the carry speed should always be the same as other killers regardless of whether he has the axe or not. He shouldn't move slower than other killers while carrying with the axe, but he also shouldn't move faster than other killers while carrying without it.

  • My idea was to rework it to make the search radius bigger instead.

  • It's probably still good at 15%. Not a big deal imo

  • So, I do think Vigil is a problem, but my issue with Vigil isn't necessarily the number of status effects it counters. It is the anti-status effect perk and I think that's fine.

    My main issue with it is that the percentage is simply too high, and it's much higher than it used to be. When they last buffed the perk in January they also changed the way it works - it used to increase status effect recovery speed by 30%, so that your standard 40s exhaustion timer recovered in around 30.7 seconds (40 / 1.3 = 30.7). When they buffed it to "40%", they made it actually reduce the duration by 40%, meaning it's actually a 66% increase in recovery rate (this is what's actually used in the code). This, in my opinion, was an over-buff. Had it truly went from 30% to 40%, it probably would've been fine, but 66% is too much for how much versatility this perk has (ie. there are a lot of things that are affected by it), AND it stacks too.

    Furthermore, it reinforces the other components of the meta. Vigil is a great choice with exhaustion perks, but at the same time, most of the killer perks/addons that are affected by Vigil are off-meta, which further encourages sticking with meta options. Vigil affects 26 killer perks to be exact (and several more addons), but the only meta perks that are impacted are Sloppy Butcher and, to a lesser extent, Mindbreaker, Friends til the End, and Gift of Pain.

    My other problem with it is that while it does not affect things like Ghostface's Mark (as the exposed timer is tied to the Mark itself) it does significantly impact Hindered on certain killer powers, including Clown, Freddy, and to a lesser degree Nemesis. I'm not sure why the wiki says these aren't affected, because they absolutely are affected by Vigil and in my opinion they should not be, there's a longstanding rule that perks don't usually affect killer powers. I'm actually not sure if Unknown's or Houndmaster's hinder are affected or not, but those other three are.

    So, TL;DR: I'd like to see the following:

    1. Lower the recovery percentage to actually be 40%, not 66%. This is still a buff over the 30% version and it'd still be a strong perk, but not as strong as it is now.
    2. Keep the buffed range at 16 meters. This is completely fine the way it is, it does not need to go back to 8 meters like it was before.
    3. Killer power related Hindered should be exempt.
    4. MAYBE disallow Vigil stacking, though I'm unsure on this, if the percentage is lowered then that may be enough to prevent this from being an issue.
  • I swear Wraith has this problem almost every time there's an event mechanic like this.

  • @ABAEX said:

    vigil can't reduce Hindered Status Effect by freddy、clown、Forced Hesitation — BHVR

    I know vigil can't reduce killer power effect now.

    but [Forced Hesitation] is not killer power, is killer perk.

    When can bug reports be replied?

    They actually fixed this, it works on Forced Hesitation now.

  • It should just be reworked. Basic attack recovery speed should never be an addon

  • image_2025-07-01_172326242.png

    I've always been a numbers nerd so I feel like this badge is fitting for me

  • @smurf said:

    In the past, I've started to believe BHVR implemented a set of tags for perks in addition to the ability to search perk text. That way when searching for perks related to certain contexts, they'll be easier to find. But I don't have proof of that offhand :/

    This is correct; there are certain keywords you can search for that aren't in perk texts. For example, if you search "Halloween", all of Laurie's or Myers's perks will appear (depending on the selected role). So I wouldn't be surprised if "boon" is incorrectly set as a tag for Counterforce when it really shouldn't be.

    Here's the funny thing - If you search "heal", Wicked actually shows up as a result even though it has nothing to do with healing, likely because they originally set that for its original PTB version (that never made it to live) where it had a heal speed bonus and increased recovery speed from the Mangled status effect.

    image_2025-07-01_113453879.png
  • Leather Gloves, Egg (Gold), Video Conference Device, Iridescent Uroboros Vial are all good addons.

    Jewel Beetle is also very good as long as you know how to use it (the shorter bound distance after grabbing a survivor leads to throwing survivors more often, and if you can damage a survivor with a throw it's often better than slamming them as it's much easier to get a follow-up hit and down them).

  • It removes too much of her counterplay and tells the Spirit while still phasing basically whether she's at your location or not. It does take away scratch marks, but you don't need scratch marks if you just get killer instinct instead. There's also no way for survivors to even tell if it's there or not so you just end up guessing whether it's even being used. Spirit is inherently designed around using sounds and environmental cues to track and find survivors, and getting killer instinct on a survivor just completely breaks that balance and skews it too far in the killer's favor.

    The previous nerf they gave it also wasn't an effective nerf because it meant that the killer instinct was actually made more accurate when it does activate compared to before because the radius is smaller. There's no nerf or penalty that can be given to it that would make it fair; Spirit herself is mostly fine but this addon is long overdue to be reworked.

  • It will work but only if the survivor was healthy. If they were already injured and you put them into deep wound that will not count

  • @VibranToucan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3950087#Comment_3950087

    Nope. 4.0 m/s is treated as default speed. A killers normal movement speed of 4.6 is classified as 115%, and all haste speed bonuses are based on 4.0 m/s. 12% is 0.48m/s regardless of what side you are playing.

    This is incorrect. Haste (and Hindered) is based on a character's base speed. For a killer, this can be their default movement speed, the reduced movement speed while carrying a survivor, or their movement speed while using their power in some cases.

    For survivors, the default movement speed that relates to their current form of movement is used, so while running it would be based on 4.0m/s but while walking it would be based on the default walking speed of 2.26m/s instead. Fixated for example (which is 20% haste) increases the survivor's speed while walking to 2.712m/s (and not 3.06m/s). The same rules apply to crouching and crawling as well.

    So it is not always based on 4.0m/s, and back the topic at hand, the Celebrate Poster (and Foxy's Hook) do give Springtrap a larger increase in movement speed (in terms of m/s) than they give the survivor for this reason.

  • Grim Embrace is my top choice by far. Personally I think that perk needs a nerf or rework.

  • There isn't a hard "cap", but 155% regression speed was what Overcharge + pre-buff Call of Brine was worth once Overcharge reached its maximum speed. With the Call of Brine buff you can now get up to 180% with that combo, but it would only be that high for a maximum of 40 seconds since Overcharge takes 30 seconds to reach its maximum speed and Call of Brine stops after a total of 70 seconds. After that it will revert to just the Overcharge speed of 130%.

  • Try checking for updates again, 8.3.0 is not the current game version. You should be on 9.0.0

  • You need to do 1 totem and 1 chest to activate Hardened. Doing multiple totems is not enough.

  • It's probably not killswitch worthy, but it does need to get fixed

  • The Overcome case is actually really weird and not consistent. With Genetic Limits, Overcome takes priority and still gives the longer speedboost. But with Huntress's exhaustion addon, Overcome doesn't work. I feel like either both of them should counter it or neither of them should.

    As for the Jagged Compass conversion priorities, this was something I specifically asked about before and Mandy said the interaction was intended.

  • 100% agree with this. Having to wait out the entire hook stage in this scenario is just a waste of everyone's time.

  • I don't feel like STB needs a nerf personally. Yes, it is very strong, but only in the right situation. You don't get value out of this in every game. You need the hook counts to be imbalanced in such a way that it helps you, and at the same time you have to not be the one getting tunneled. If you get hooked early on in a match or the killer is spreading hooks fairly evenly then the perk does nothing.

    The example Vecna game you showed is a great example of this perk working at its maximum value, but it's 1 game. More often than not, the circumstances don't work out this way and it's a dead perk slot.

  • Yes please. 5 chests would be perfect and would indirectly help a lot of perks too

  • Tbh I would approach this more on a case-by-case basis. Rather than making all of these effects time-limited it would have been better to only target specific ones that were strong. I think some of the stronger effects (such as the Nurse Mangled addon) should remain time-limited, but many of the weaker sources of these effects should be reverted to lasting until healed. I do agree that the heal vs. anti-heal balance is in the survivors' favor right now.

  • Wesker has more sprays because his infection is a lot more dangerous. If the amount of sprays was reduced enough to the point that he could consistently force survivors to use them all and eventually become permanently Hindered + instadownable, that would be REALLY obnoxious and not at all fun to play against. There are 12 spray uses available against Wesker (6 spray cans with 2 charges each), which is more than enough to where this almost never happens, but it still forces survivors to spend some time using them and not on generators.

    Nemesis infection is essentially just a 3rd health state that balances out the power of his tentacle, and makes you cough a bit and that's it. So the number of vaccines is intentionally quite limited because of that, and in fact it's often bad to use a vaccine early on in a match because hitting uninfected survivors with the tentacle helps him tier up faster (hitting an uninfected survivor is worth 3 points, whereas hitting an already infected survivor is only worth 1 point) so it's generally best to save them for a bit later in the game or for crucial moments as it helps you delay the Nemesis from reaching tier 3. You're not intended to be able to remove his infection all the time, whereas with Wesker you generally are.

  • I didn't even notice this and honestly I think it's unnecessary.

  • Imo, Call to Arms should be made partially basekit and that would help him a lot

  • 5 seconds would be too long, but I agree it should be a bit more than 2 seconds

  • No, Springtrap is fine. He needs some bugfixes but he does not need any nerfs

  • @AlreadyTracer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945833#Comment_3945833

    Could be. It's the same exact stats, so it's entirely possible it's a duplicate

    Yeah it is a Human Greed duplicate, my stats match for these as well

    IMG_4912.jpeg
  • I agree. This keeps messing me up because I'm too used to Huntress controls and it's not intuitive to switch to doing the opposite with Springtrap

  • I can confirm that they fixed this, it's now Common rarity which means the price should drop back down

    image_2025-06-18_235355330.png
  • Even if no key was brought into the match, it's possible that one could have been obtained during the trial, either with certain perks or getting lucky with a chest.

  • I think once there are only 2 survivors left you should still be able to die by missing 2 skill checks. That's not "going next" in the sense of ruining the game, that's just speeding up the game that's already been lost and giving your teammate a chance at hatch. Having to wait for multiple skill checks to be missed in that scenario is just a waste of everyone's time.

    I fully support the intention of the anti-go-next system but it needs a lot more work and refinement. There are too many oversights and false positives right now

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