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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Okay idk what I expected when I saw this thread title but yeah I’m just gonna back out real quick and go do something else

  • Still far better than the old one and all of its ridiculously long fences that made the map artificially larger. I sure won’t miss those.

    The hook layout doesn’t seem too great for killer though.

  • There’s not much point in changing it. If you’re the last survivor, all the killer would need to do is facecamp and wait for deliverance then immediately down you off hook and wait 60 seconds, then end the game. It would only matter if the exit was already open and you were close enough to crawl out with DS. 99% of the time it’d just be dragging out the game for no reason.

  • Congratulations!

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936405#Comment_2936405

    Flashlights aren’t very good items generally speaking compared to tools, they are popular though so … 🤷‍♂️ Anyway my thinking on combining flashlights and maps was when you shine a light in a direction it highlights auras in its range, so sort of like a conic aura effect. I think it would be a cool thing thematically, like you’re actually shining the light around looking for things in the dark.

    Perhaps, but the duration of those items might be an issue then. 8 seconds (or 12 for the purple flashlight) is fine for them as they stand now, but if they were also meant to be used for aura reading then that might be a bit too short. But I like the theme of the idea!

    @randonly said:

    Maybe the keys could serve to instantly open the gates to start the ECG, and it wouldn't be 99% at the gate. Once used, the gate opens automatically. It would be very useful for the last survivor against killers who have high mobility.

    The green one could be used to open chests instantly, as someone already mentioned above.

    Idk about instantly open the gates, but allowing them to have a small speed boost to opening the gates wouldn't be a bad idea. At the very least it'd fit thematically.

    The thing with opening chests faster is that in order to get any value from opening a chest, you would need to swap your key for the item inside of it, unless you leave the item there for someone else to take. Although if you find a medkit and heal yourself up with it, and then take your key back, I guess that would be pretty useful.

    @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2937002#Comment_2937002

    I'll explain my viewpoint to you. And remember, doing gens is how you win the game, every second you aren't doing a gen is reducing the chances of you winning the game.

    1. Chests take 10 seconds to search. (That's 12.5% of gen being completed)
    2. Keys are worthless (1/4 of the items you get out of a chest are worthless)
    3. Flashlights - If you are using a flashlight to save someone, that means 2 people aren't working gens. Even if you get the flashlight save, you have lost more gen time than the save was worth, unless the killer happens to down the survivor next to you. If you are chasing the killer, thats a whole bunch of gen time wasted. (That's another 1/4 of items you get out of a chest, being worthless).
    4. Medkits - Only useful if you are hurt. If you never use the medkit, then you just wasted 10 seconds of gen time.
    5. Toolboxes - Here's a chart showing you how much extra gen time you get out of each type of toolbox, if you search a chest.

    https://us.v-cdn.net/6030815/uploads/YUFEFJOQNEXQ/image.png

    So, basically, searching a chest is "on average" always detrimental to doing generators. 2/5ths of toolboxes from chests are worthless, Medkits are situational, Keys are worthless and even if you feel flashlights are worthwhile, you still are getting a bunch of junk from chests.

    I wouldn't necessarily call chests a "noob trap" since you will often get a brown or yellow medkit and those can be helpful.

    However, I will actually help your case here by pointing out that your chart is incorrect - unless the toolbox you find enables you to pull off a clutch sabotage play, you're never gaining gen time from toolboxes you find in chests unless you have ace in the hole, and this isn't even taking into account the time it takes to go to the chest.

    This is what it actually looks like:

    image_2022-05-04_161305476.png

    Time to consume is how long you can repair a gen before the toolbox is depleted, so for example the brown toolbox lasts for 10.67 seconds and will complete 16 seconds of a generator in that time, for 5.33 seconds of time saved.

  • When you’re an m1 killer and see an offering for The Game.

  • You counter it by doing gens and not wasting time healing unless you need to in order to go for a save. Excessively healing against Legion is the easiest way to lose to him.

  • The "unhook survivors who unhooked you previously" challenge is bad design as it requires you to be hooked, something you don't want to be doing. Also just overly complicated for solo players as you mentioned.

  • I generally prefer botany, and COH being meta makes other healing perks less important. But it’s still a decent perk and can be really valuable for unhooking against a camping killer.

  • That's a nerf to boon perks that does not actually fix the issue with them at all.

  • Your 5th chained hit in feral frenzy is now an instadown, and you also get a speed increase for each consecutive frenzy hit.

  • Thanks for sharing this story and I'm sorry to hear about people acting that way towards you upon coming out.

    I'm glad you are able to relate with David in this way and hope to see more representation in the future.

    I hope this story will help more people understand why this is so important.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936520#Comment_2936520

    The decision to killswitch something is not an easy one to make as we naturally do not want to remove content from our game.

    Attempts were made, by lowering map weighting and removing the offering from play etc. But we ultimately decided that this was still too much of an exploitable situation and removed the map from rotation temporarily.

    This is understandable, however, I think if a map has a game-breaking issue like this, players would rather have the map removed from rotation. Losing content sucks, but with the game having as many different maps and realms as it does, temporarily losing 1 map is not really a big deal if it means nobody has to deal with a serious bug such as this one.

    Disabling the offering and/or lowering the map's weight so it doesn't appear as often will lower how often a map-specific bug can be taken advantage of, and will prevent teams from intentionally selecting the map with the plan to use an exploit ahead of time, but it does nothing to prevent it if the map gets selected anyway.

    That said, I appreciate that this issue was taken seriously and that the map was ultimately removed from rotation for the time being.

  • Thank god. That's what should've been done from the start.

  • Juniper Bonsai (the yellow passive phasing addon) is not very good.

    Passive phasing is not really that impactful with or without the addon. But if there was some kind of way to know when the spirit was passive phasing so she could use it more to her advantage I think that would be an interesting idea!

  • The perk Agitation increases the killer’s speed while carrying to the point where they can catch survivors who are running. Been in the game since day 1.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2936293#Comment_2936293

    Yeah, I’ve said something similar of merging keys with another item like maps or flashlights or both. Basically Tools and Medkits are significantly better than all those other items, if they merged the functions of some of the others it would reduce bloodweb clutter and also buff the weaker items.

    I wouldn’t merge them with flashlights, but maps actually might work - never really thought about doing that but that seems like something that could be done. They both focus on aura reading so I don’t think they’d be too hard to put together.

  • I think all keys need to have a secondary effect with no addons other than opening the hatch.

    Then make the green key yellow and get rid of purples.

  • There’s nothing wrong with base healing. COH and medkits are just too strong.

  • I mean it sounds like you played directly into what hag is best at doing. Which is why hag is extremely unhealthy for the game.

  • @Iron_Cutlass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935955#Comment_2935955

    Do you know of any workarounds for the issue? Or are there no workarounds? I still need to kill a survivor by my own hand for a daily, and I dont have Devour Hope or Momento Mori offerings.

    If you don't have devour hope or an offering then there's no other way unless it's for a killer who has a mori in their kit (eg. pig's traps or PH's final judgement).

  • Yes it's bugged, don't use it. For now, you'll need an offering to get your daily challenge done if you don't have devour.

  • @[Deleted User] said:

    Also I still just think the Boil Over rework is poorly designed. It just encourages a brainless strategy on certain maps like RPD/Ironworks of Misery where the hook placement is awful and you effectively have an area where you're completely invincible, especially with Unbreakable/Soul Guard. Meanwhile it's almost completely useless in 99% of other scenarios. Needs a re-rework.

    I agree, it’s not well-designed and promotes boring gameplay. Either annoying in swfs or certain locations, or it barely does anything.

    @Petition2makeFelixbi said:

    It shouldn't be a perk in the first place. I don't get why they keep screwing over console players by adding perks and killers that make the console experience worse, ON TOP OF giving PC players better options in the settings, such as low quality letting them see red stains through walls and making maps brighter so they can actually see on Backwater Swamp.

    Console definitely needs some more love, that’s for sure.

  • They should disable the whole map. But this is something at least.

  • @bm33 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2935059#Comment_2935059

    That's a bummer, understandable but a bummer. My favorite matches now are the killers with default music because I don't instantly know who it is.

    I like that surprise element as well and I also don’t want the default chase themes to just disappear. I’m fine with some older killers getting new music but I don’t think all of them should.

  • They announced Twins was next, but besides that:

    Trapper, clown, and ghostface need more changes.

    Myers and pig could use updates as well.

    Sadako needs some more help. She’s miles better than she was on her ptb but it wasn’t enough.

    Freddy, and I hate to say it, probably needs another rework.

    PH needs an addon pass.

    Blight and nurse need their addons toned down (and a lot of nurse’s are also terrible and should be reworked). Nurse might need a base change or two as well; blight I think will be fine with only addon changes.

    Might be forgetting about someone.

  • Yeah it’s really not necessary for it to be that loud.

  • My dream update for right now would look something like this:

    DH nerf

    Boon rework/further COH changes

    Solo survivor QoL update

    Camping changes

    I don’t really care who the next killer is as long as they have a fun and interesting power.

    And as you mentioned Resurgence and Solidarity getting tweaked to account for new hemorrhage would be nice too, but that’s a more minor thing.

  • Oh wow I thought it was next month for some reason. Looking forward to it!

  • @GoshJosh said:

    She has two add-ons that allow her to completely get her power back with what is normally counterplay (stunning her with pallets/breaking pallets). Then moving 40% faster with Mother Daughter Ring, and getting killer instinct with Dried Cherry Blossom.

    Her add-ons need nerfs my dude.

    DCB doesn't need a nerf, it needs a new effect. Being able to know whether your phase was on point or not with killer instinct is just stupid and will be even if they cut the number in half.

    MDR I agree, and fun fact, it's actually even more than 40% due to how it's calculated (because it's based off her normal 110 speed, eg. rather than just adding 40 to 176 for 216, it's actually 220)! I'd cut it down to 25-30% or so.

  • @PeaceNGrease said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934788#Comment_2934788

    That's what I thought by how they played, it was a little too perfect.... But I was running OoO for some goofy reason so I couldn't possibly judge that.

    Also, have you noticed a big that makes downed survivors crawl almost as fast as a killer? Because I can't tell if that's a hack or a major bug either

    Haven't seen anyone crawl almost as fast as the killer, but I have seen plenty of cheaters crawling faster than the killer so they can't be picked up.

  • This article was created from a community discussion. Bug Fixes Lowered the Ghost Face's chase music. Please note this is a temporary fix while we work on a new chase track altogether. Fixed an issue that could sometimes cause Meg to be unable to vault in the Killer tutorial. Fixed an issue that caused a totem to spawn in…

    Seems so.

  • Did you by any chance go against any deathslingers? He has a game breaking bug with his spear and people have been dcing after realizing they can’t use his power.

  • It’s not something I’ve ever seen her do but with all the weird bugs in this patch I wouldn’t be surprised. Could’ve just been a hacker though.

  • She has some decent addons, but I agree there are a few that should be revisited.

    Senko Hanabi's duration is too short and has too short of a range to do anything most of the time.

    Mother's Glasses is only good with Wakizashi Saya. On its own, pretty bad.

    DCB is bad design and should be reworked. MDR is a bit too strong, and could use a nerf.

    Juniper Bonsai also isn’t that good, I don’t think this one changed at all in 5.3.0, but passive phasing isn’t that impactful as it is.

    Then there's still the issue of the brown and yellow recovery addons being straight up downgrades from brown and yellow duration, since the duration addons increase the recovery rate (to compensate for the extra duration) by the same amount as or more than the recovery addons. I'm not sure of the best way to address this.

  • I just wish the maps were balanced so the offerings weren't a problem. I get why people want them to be removed but part of me doesn't want to completely kill off mirror myers. Lol.

  • Mist offerings are worthless. Get rid of them.

    Any BP offerings below 100% should be converted to 100%.

  • I don’t think there’s anything wrong with the hemorrhage mechanic itself. The dying state recovery regression it had on the PTB was far too oppressive, but that was removed.

    I do agree that Resurgence and Solidarity could use some tweaks though to allow them to not lose value right away.

  • @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2934256#Comment_2934256

    Who is Peanits? Also I read that post and that didn't really confirm that the wiggle mechanic is only meant to prevent the killer from always basement hooking. They just said its the only thing that prevents it.

    Peanits is one of the devs. So that’s about as official of a statement as you can get.

    @KateMain86 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933537#Comment_2933537

    But it is supposed to be more reliable than not having them at all. The perks are there for a reason. They offer faster wiggle progression for a reason. They are supposed to give you a better chance to wiggle off. So far I have not noticed any considerable difference in outcomes from having them than not having them. That is why I believe the perks that are used for this need to be buffed and the hooks need to be spread out more.

    Yes, perks should help you. Wiggle builds just can’t be that strong due to their nature, and while I could get behind Flip Flop needing a slight buff, hooks should not be spread further apart. Hook spawns are already terrible on some maps.

    But being able to reliably wiggle out on your own, with or without a perk, would be beyond busted. Someone wiggling out is huge if it happens and can quickly tip the game in the survivors’ favor.

  • The reveal mechanic needed some tweaks but they went too far with it.

  • It’s just a visual bug. The icon will stay there but you’re not actually exposed.

  • Tbh that would unnecessarily nerf the ones that aren’t an issue. The problematic ones are dh, sb, and maybe overcome. And then smash hit is already too weak.

  • Probably wraith or spirit, or back to feng again which is what I had a few months ago.

  • That challenge is currently bugged and can’t be completed.

    Feel free to upvote this bug report for it.

    @Crypto_Pneuma said:

    PC (Steam). Played as Cheryl, Claudette, Dwight, Meg, Ace, and Felix. Played on different maps including Haddonfield, Crotus Prenn, and Springwood.

    Step 1: Select Botanist Extraordinaire challenge from Archives

    Step 2: Equip Ranger Med-Kit with Gauze Roll and Bandages add-ons

    Step 3: Equip Botany Knowledge perk

    Step 4: Heal a survivor from dying state to full health using the med-kit

    Step 5: Heal another survivor using the medkit, exhausting the charges

    Step 6: End game screen - didn't complete challenge

  • WGLF.

    Like yeah I know you want your stacks, I do too, but please don’t farm me without BT.

  • Only time I’ve ever used it was in a 4 stack with my friends where we all had it. We got a nurse on RPD and she just decided to farm lol. She also had insidious and just hid for the first 5 minutes so we didn’t even know it was her until we finally found her.

    Only good memory I have on that map.

  • Pyramid Head because zombies are dumb.

  • @Raccoon said:

    No way M8.

    Everyone knows that NOED doesn't do anything to kill rates. Sure, if they nerfs da NOED, people will just migrate to the next perk that lets them get kills end game...Rancor (which is way better than NOED, but not used as much so survivors don't complain about it as much).

    When they finally nerf NOED, we'll finally get to shine some light on the real problem End Game Perk - Rancor.

    Enjoy your future Rancor deaths, survivor mains!

    HUGE /S

    I think Rancor isn't complained about in the same way because you have plenty of advance warning if you're paying attention and know ahead of time that you're going to have to play around it. It also only works on one survivor barring the obsession changing somehow.

  • Wiggling out on your own is not supposed to be reliable even if you have a build dedicated to it.

  • @Gustoxor said:

    What do you mean by repressed alliance and blast mine no longer work together?  Both perks will apply at the same time to the generator.

    It used to be that for the first 3 seconds, pressing the button would only trigger repressed alliance (as blast mine can’t be activated for 3 seconds). After the 3 seconds, you can press the button to activate blast mine on that gen, without automatically activating repressed as well. You needed to press the button twice to activate both.

    Now, pressing the button after 3 seconds will trigger both perks simultaneously, which is a bug.

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