Avatar

sizzlingmario4

sizzlingmario4

About

Username
sizzlingmario4
Joined
Visits
18,774
Last Active

Comments

  • At this point I'm just waiting to see what actually ends up happening before worrying about it. If they implement some kind of change that is actually a problem, then we'll talk about it. Until then, not much use tbh.

    That said, I do think something needs to happen, but I'm not 100% sure what the best solution is.

  • I still haven't fully learned the layout of RPD. I know everything else pretty well though.

    I do still get mixed up on badham variations/what changes between them.

  • Solid B tier perk. It won't do as much in some games as it will in others, but it can be useful.

    The scariest part about Discordance is when you go entire matches without it activating, because then you know survivors are splitting up.

  • It's less stressful than killer. That's honestly the only reason. I still enjoy playing killer too, I just play survivor more often.

  • Keys are too weak since the hatch nerf. The hatch nerf was absolutely needed and shouldn't be reverted, but they could use a secondary effect and get some addon improvements.

    Maps are hard to balance. The best uses for a map currently are probably to find totems (especially if the killer is running a hex build) or for tracking stuff like bear traps (and tbh I think they shouldn't track killer-specific objects at all). But outside of that they mostly suck, and could use a buff, but I'm not sure of the best way to go about it that doesn't still leave them feeling lackluster.

    Flashlights are mostly fine, a few addons could get buffed if anything. You have to actively play into them to get any value, but denying the killer a hook is an extremely useful tool to have. Firecrackers and flashbangs are also fine. (Double locker saves should be removed though.)

    Toolboxes...eh. I don't think they're necessarily overpowered by themselves, but charge addons and BNPs are too much, or if you start stacking multiple toolboxes.

    Medkits probably need a bit of a nerf. I don't like that they make self-healing so efficient meanwhile using a medkit on your teammates is almost never worth it. I think the self-healing speeds should be toned down, but the altruistic healing bonuses they provide should be slightly increased. I do not think they should reduce the number of charges or anything though; a medkit with less than 16 charges is immediately significantly weaker and I think they should still retain the ability to heal yourself effectively, just at a slower rate.

  • @Veinslay said:

    Old Undying could easily be brought back. Survivors have enough time to boon 1,000 totems, they can keep busting hexes

    Fixing a broken perk isn’t accomplished by introducing another broken perk.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941476#Comment_2941476

    Couldn't the survivor just not stun them when they're in frenzy?

    They could but then they get hit regardless. And against that addon, that is the correct play at that point unless the legion already has multiple chained hits since stunning them will just get them hit a few seconds later and waste a pallet, but resets the 5 hit streak.

  • @RenRen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2941227#Comment_2941227

    I still don't understand this. Doesn't Julie's mixtape only work when your in frenzy?

    Yes, which removes frenzy counterplay. With that addon you only need to worry about getting pallet stunned in frenzy if it will cause you to lose an opportunity for an instadown. Otherwise you just eat the stun and immediately start frenzy again. It’s unhealthy.

  • It's not really that Spirit is neglected more than the fact that some of Blight's addons are just too strong.

    I do agree some of her new green addons are bad and should be changed, but MDR + DCB is also stupid.

  • Nah I disagree. If you could cancel the action that would be very effective at getting the survivor to get far enough away from a loop to then follow up and get a hit without breaking the pallet. Breaking a pallet is supposed to be a time-consuming action that gives the survivor an opportunity to make distance.

  • My only issue with Legion is Julie’s Mixtape which is bad design. Nothing else wrong with them and nothing else should get changed.

  • Since when is azarov’s unfair to killer?

    But I agree those maps suck. Especially suffocation pit since as survivor you gotta deal with natural 3 gens because the map basically splits itself in half, but for m1 killers the center is usually extremely strong. Not fun for anyone honestly.

  • The only thing I would change about undying is remove the warning that survivors get when their aura is revealed by a dull totem. No other perk besides retribution (which should get the same change imo) does this, but these do presumably because of the cursed status effect. Imagine if BBQ or nurses told the survivor they were active the moment the killer could see them with those perks. This really isn’t any different and can serve as an indicator to survivors that there is something else the killer wants to protect, eg. running it with devour isn’t really worth it since it gives them a clue it might be there, despite the devs removing the token loss restriction it used to have. Besides that Undying is fine the way it is.

    And yes as others have already mentioned, the old Thrill of the Hunt would be an issue on the Artist.

  • He’s not as rare as hag but I don’t see him much.

  • @Laluzi said:

    That is a lot of status effects. HUD's starting to look a little crowded.

    Makes me wonder how many buffs it's possible to stack in there. Maybe if you brought a totem with all four boon perks, someone else is hooked and has Open Handed, Empathic Connection, Kindred, and Blood Pact, you just got unhooked and are now being healed by someone with Babysitter, Bite the Bullet, Aftercare, and Vigil while standing next to the fourth survivor with Streetwise, Prove Thyself, and Up the Ante?

    Well I’ll just steal this one from the wiki.

    ABACA8AF-3E76-4039-9BE1-3B20B8D486BE.jpeg


  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940559#Comment_2940559

    We really need dev clarification on this. Don’t think I’ve seen one mod reply whenever it’s brought up on the forums - which is quite often.

    Yeah. There’s already a bug report on it and it’s been there for a while but they haven’t said anything there either.

  • D0505FB3-8A4C-4F69-9EFB-D2696AA418A9.jpeg

    This was in the 5.4.0 patchnotes (Artist release); I assume this is what you were thinking of.

  • No killer should be below B tier.

    Not every killer should be S tier either though.

  • If you’re too close you get blinded even if you look away. It’s not a new thing.

  • Yes because Oblivious negates any perk or power that requires you to be in the terror radius (even if you’re close to the killer, you can’t be affected by TR perks if you don’t physically hear the TR). The only exception to this rule is Doctor’s static blast.

    The downside also wouldn’t matter against certain killers like freddy where you’re oblivious most of the game anyway.

  • @Ryan489x said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940186#Comment_2940186

    I don't play like that but if you're going to use the streamer argument, what about the killers who stream snipe and swear they're not. How fair is that?

    Stream sniping is equally stupid.

    It doesn’t matter whether you’d take advantage of seeing the killer’s perks like that or not, if the possibility is there, someone will do it.

  • @Ryan489x said:

    The real question is, why are killer perks still hidden until the end of a match?

    I know why they did it don't get me wrong. However if I'm playing solo I'd like to see what I was up against when I get tunneled out of a game in less then 2 minutes and not have to wait till the end.

    Also as a survivor I can call about 3 of the 4 perks in game anyway so I don't think it's really a big deal to keep them hidden anymore.

    There is no way to change that without being able to take advantage of it. And you cannot always identify perks during the match depending on what the killer is using.

    Even if you’re playing solo for example let’s say one of your teammates is a TTV streamer, what’s to stop you from going to their channel after you die and saying “the killer has noed and a full endgame build”?

  • It’s a very good perk, but I do feel like it’s important to learn how to play effectively without it.

    But even if you can play well without the perk it’s still very good for knowing the rng you got ahead of time at certain tiles and knowing which pallets other survivors used if you’re not in a swf, which makes it good even for experienced survivors.

  • @Breadn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2940050#Comment_2940050

    Really though as a killer you should easily be able to recall how many times you hooked someone. There's only four survivors.

    Could the same argument not be made for survivors? I mean, killers arguably have more to keep track of than survivors. So why do survivors need it so badly?

    From a game health perspective, there is no downside to the survivors having the more detailed information readily available to them. I also think it’s easier for the killer to remember despite them having to micromanage more things, because they are the ones actually doing the chasing and hooking.

  • It‘s an anti-tunneling measure and quite frankly it’s good that it doesn’t show it.

  • Depipping should be removed for both sides entirely. Only time you should lose pips is if you dc.

  • As far as your second question goes, they removed the difficulty ratings for Survivors because they were only based off that character's perks which didn't really make sense. Survivors are all just skins technically speaking and all of their baseline mechanics are exactly the same. It's not going to be any more difficult for me to play Dwight than it will be to play Kate.

  • The Legion music is great, just needs to be turned down a bit. Nothing else wrong with it.

  • Tunneling does exist, but the term is often used to describe situations that are not actually tunneling.

    If I'm camping and immediately go for the unhooked survivor again as soon as they get unhooked, or if I'm not camping but immediately go back to hook when the unhook happens and go for them instead of the rescuer, that is tunneling.

    If you just so happen to accidentally run into me again recently after being unhooked, that's just bad luck. If you're actively working on any kind of objective, that's not tunneling even if you just got unhooked.

  • Myers is far better than ghostface. Not even close.

  • I think it’s a better perk now not just because of the hemorrhage but because it penalizes COH a tiny bit more than it used to in terms of how much longer it will take to heal.

    If, and only if you have sloppy, coh seems a bit less oppressive. Basically we’re at a point now where sloppy feels worth using again despite coh existing, whereas before it wasn’t worth it.

  • Some kind of change is going to be necessary if you really want to help discourage it. Perks are never going to completely put a stop to it unless they’re made even stronger than they are now, and even if they were, that’s still a bandaid solution.

    I would argue that there are multiple baseline changes both sides could receive to overall make the game better, and for survivors this is one of them.

  • Her terrible addons should get reworked but they still shouldn’t have very strong effects. And she still needs some of her good addons nerfed regardless.

  • Agree on visionary.

    EC just needs the 128 meter range; the healing speed bonus is fine at 10%.

  • @N8dog said:

    Is it any different than the ######### on hook to let the last person try other than one less credited kill?

    Yes. DCing is discouraged by the developers and is met with temporary matchmaking bans. You are not supposed to DC from a match.

    Suiciding on hook is an in-game mechanic which is completely within the game rules.

  • If my teammate dcs to try and help me get hatch I won't take it even if I find it first. It's lame.

  • @Regulus47 said:

    Oh no you apparently can't hear the unnoticeable breathing sounds while injured and using a very specific perk. There's bigger problems than that ATM.

    It's not unnoticeable, just harder to hear.

    Fixing the breathing sounds would be a good way to change IW. If you nerf it by just reducing the number I think that would kill the perk almost instantly.

  • I don't think it's an issue honestly. If they try to do a gen in your face and you hit them with BT, if they still stay there they're getting 3 seconds of gen time and then you're immediately downing them again, and there's 0% chance of them having DS at that point.

  • I get the point you're making, but I feel like you can just as easily argue the opposite side of it as well.

    Regardless of what perks are used in a match by any of the players, if one side is toxic it makes the other side more likely to want to do the same regardless of who started it first, which can then also carry forward into future matches with completely different players. The same goes with perks, neither side may want to run a particularly sweaty build, but they will if that's all they see most players on the other side using because they feel the need to try to keep up. A survivor may start using BT and DS more often if they are consistently camped and tunneled. A killer who tries to run a less sweaty build and then gets destroyed by a full-meta squad will likely consider using more slowdowns and/or tunneling more.

    The game's toxicity towards opposing sides is a never-ending cycle and I don't think it's really fair to blame it on one side more than the other.

    I do agree with your assessment of the power gap between killers though. The difference in power between the strongest and weakest killers in the game is far too big.

  • Just make it so you can’t do it more than twice in a given timeframe. Turning it off and back on one time to adjust your timing for a save is a legitimate strategy, but anything beyond that is unnecessary.

    That and/or make it eat the battery a lot faster.

  • Madness skill checks are bugged currently

  • If someone dcs at 5 gens as survivor I just let the killer kill me and go next unless they want to farm.

    If I’m killer then depends on my mood. Usually I will just farm at that point but sometimes I’ll just end the game.

  • Even if they did break it’d be almost completely pointless with there being 3 more hooks right there.

  • I actually don't want any more for older killers after this chapter. I don't want the default chase tracks to entirely disappear.

  • I've never seen that. Isn't that door usually just closed?

  • Yes that is correct. You try to ADS but there's no spear in the gun and you get stuck in ADS unable to do anything. Only way to fix is getting stunned.

  • If I want something to deal with items I just put on franklins or if I'm playing bubba I'll equip that green addon that makes you drop your item. I never run lightborn and imo it's not worth it since as soon as they realize you can't be blinded they just stop trying. Whereas if their flashlight is on the floor somewhere they'll probably waste time going back for it.

    If it's 4 toolboxes I probably just dodge though. I'd like the game to last longer than a few minutes.

  • Legion is far from the only killer where other survivors will lose you the game.

    Also it's not really much of a surprise that Legion is being played this much considering they've sucked for a long time and now people want to enjoy playing them with the buff they got.

1 … 98 99 100 101 102 … 138