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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/2933415#Comment_2933415

    I don't really get this argument. Even at high MMR, NOED virtually guarantees at least 1 kill in scenarios where the survivors did well enough for the exits to be powered. While players can do bones to get rid of it, high level players especially have incredibly fast gen completion times. Boons and pentimento also disincentivize players from going after dull totems unless they explicitly suspect NOED. Better players are more likely to be able to find and get rid of it after its been activated (or make the hard read that the killer has it and do it preemptively) but it still has a very high chance of adding 1-2 kills to games that would have had 0 without.

    It pads kill statistics, and robs players who played better. Its not terrible to have in the game due to having counterplay, but it absolutely affects kill/escape stats at all skill levels.

    Basically all I’m saying is a good killer is more likely to win a game before noed can activate, regardless of whether they have the perk or not.

    Noed absolutely can get you a kill or two at the end of the match at any level of play.

  • The irony is that ghostface arguably did just get nerfed due to being easier to reveal.

    Also, stalk used to regress a long time ago on ghostface’s ptb a few years ago. It wasn’t good.

  • I don’t have a problem with base legion, but Julie’s mixtape was a mistake.

  • RPD breaks that rule and it can spawn on any floor including at the very top of the library.

  • I actually don’t like him that much. He’s balanced, I just don’t find him fun to face. I’d rather go against billy.

  • I’ve done DH and BL together before. The problem is I never run DH so I typically forget I even have it since I’m so used to playing without it. I almost never run that build and that’s the only time I ever use DH at all.

  • At lower MMR possibly. At high MMR not as much I don’t think. NOED doesn’t typically matter if a decent killer gets a 4k before the gens are done, it only matters when the survivors are close to escaping. Unless survivors waste time doing dull totems in anticipation of noed or something and that extra time spent causes them to lose, which I’ve seen plenty of times.

    But hard to say for sure without seeing clear cut data on it. I do think it’s an unhealthy perk either way though. Not OP, just unhealthy.

  • I mean...this looks like they did 2 gens while you were being chased and then they all died and you just didn't unhook and waited for hatch? Kinda hard to assume anything else since you cut the video.

    Games like this are why I think Left Behind shouldn't exist. It just rewards selfish play.

  • It doesn’t produce a notification, but the killer can hear it if they’re nearby.

  • At this point I don’t even remember whether it’s a bug or not but it should change regardless.

  • @Satelit said:

    I'm not exactly sure why she needs the 3rd blink addon

    She doesn’t. It wasn’t a problem before because it sucked with the LOS restriction. Now it’s just straight up bad design.

  • Corrupt if anything, but even that can backfire sometimes especially with totem builds. The solution probably isn’t as simple as just giving them a free perk.

  • What you described isn’t a bug, however there is a related interaction which is bugged. Blocked generators aren’t supposed to regress by any means.

    With Surge, if the generator is blocked then it will be put in the regressing state and begin regressing when it unblocks, but the instant 8% regression won’t apply. This is normal.

    With Pain Resonance, it will target the next-highest unblocked generator instead, if there is one. This is normal.

    Unless they fixed it though (I tested all of these interactions last patch) it actually is bugged with Eruption where the blocked gen CAN lose progress instantly.

  • I miss it. It was my favorite indoor map.

  • I’m hoping it’s a bug since the little squiggly line effect on the left and right edges of the screen is all blurry now too. Doesn’t look good at all and there was nothing wrong with it before.

  • Selfcare + botany lets you heal yourself in 24 seconds, vs. COH’s 21.33. But COH requires you to set up a boon first, but then it works for your whole team. So COH is overall better in most situations.

  • Yeah something has been up with BBQ since the update.

  • Even if DH didn’t exist that wouldn’t suddenly make the weak killers good. It would help, but it wouldn’t be enough by itself.

  • Imo all bear traps should inflict deep wound, regardless of whether the survivor was healthy or injured. Makes traps a bit more punishing even if the trapper wasn’t close enough to get you.

  • Sometimes. She’s not super common but she’s not nearly as rare as some others.

  • Not at all.

    As killer I might get frustrated that I wasn’t able to stop it or didn’t get to use Pop, but by no means is it toxic or bming.

  • She’s not played often so I don’t think survivors actually get much practice against her. I like playing her and play her often but I almost never go against her.

    Also congrats on Pentimento

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931741#Comment_2931741

    Legion still has to worry. It doesnt just reset frenzy, it still kicks you out. Its still an entirely new frenzy, meaning it has no effect if stunned by a stabbed survivor.

    Yeah but you can just immediately start frenzy again, so that’s not much of a loss unless you were in a position to instadown someone.

  • Not all counterplay, but they are too strong regardless.

  • Doctor every once in a while. Hag almost never, and she’s also bugged currently and has been for some time.

  • Knife Belt Clip should’ve been swapped with the aura reading addon imo. Even then it probably still wouldn’t be that good even for a yellow.

    @GoshJosh said:

    Then there’s me, over here wondering why add-ons allowing killers to immediately get their power back is even a thing - and only at rare quality. So much for counter play!

    You mean ghostface’s new one that lets him get his power for breaking a pallet? Honestly I don’t mind that one, but I don’t think the new julie’s mixtape was a good idea since it mostly removes the one threat a frenzying legion needs to worry about - upright pallets. That and their chase music being too loud are pretty much my only complaints with new legion atm, overall I’m glad they are better now.

  • Basement already offers enough advantages as it is. It shouldn’t be encouraged even more through scourge hooks and if anything the basement is an outdated mechanic.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2931036#Comment_2931036

    Yeah, Legion changes probably affected CoH usage, along with the "weird" Perk description, where it sounds like it has the same speed as Self-Care

    Yeah I’m kinda waiting for legion to die down in popularity a bit and then see what happens.

    When it was nerfed from 100 to 75, I did start seeing it a bit less in my games on both sides (but not that much less), even though it felt like it had around the same impact as before the nerf in the games it was present in.

  • Tbh I wonder if anyone is just not using it right now because legion is popular atm and healing against legion is usually a waste of time.

    But overall I think people are overestimating the nerf, again, which is exactly what happened last time too.

  • Honestly it depends on the killer's power.

    Not every killer needs that kind of restriction, and in some cases it would be too easy for the survivors to use it against them mid-chase. It works for Artist because it only takes away her birds within range but doesn't prevent her from setting them up outside of that 10 meter restriction zone, and survivors can get swarmed through walls. It works for Twins because they're a unique killer who has two characters and it simply prevents them from standing at a hook and switching; it doesn't actually prevent Victor from being used.

    There might be some other killers it makes sense for, but by no means should it be a blanket rule.

  • It's a stupid perk that isn't even that good by itself. It's at least not abusable like it was for the first 2 weeks after its buff, but it still doesn't promote any kind of interesting gameplay imo. Still can be super annoying in swfs.

    @tippy2k2 that video is private, we can't see anything there.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2930709#Comment_2930709

    As nifty as the global killer instinct was, I don't think it really made a huge difference. Knowing survivors are on the otherside of the map working on the gen doesn't really do much if you can't actually get to the otherside of the map. Meanwhile the pallet destruction effect is still there which was the main reason people brought the addon.

    Yeah I agree, even with just the pallet breaking effect it's still pretty good.

  • The thing is you usually don't want to chase a marked survivor as ghostface for the full 60 seconds anyways. Ideally you're marking in a position where you can down them a lot faster than that. The extra 15 seconds only really matters if you're not downing marked survivors quickly.

    So combine that with the tweaks to the reveal mechanics and he's really not much better than he was if not worse.

    Whereas nothing about legion is weaker than before other than like, iri button getting nerfed but that's whatever, his basekit buffs more than make up for that.

  • "good perks/addons"

    Didn't know distressing and beast of prey were good perks all of a sudden

  • As survivor:

    Escaping (with all gens done) is a win. Being last survivor and getting hatch isn't.

    If I could've escaped but I die to ensure someone else gets out then that's a win too, but only if they actually get out.

    I'll also generally consider it a win if for example I run the killer for 4-5 gens and die at the end while everyone else gets out.

    A loss is basically anything else.

    As killer:

    3k or 4k is a win. Most of the time I don't care if the 4th survivor escapes or not.

    2k is a loss or a draw depending on how well I feel I played (especially if it's a 2k but I got 9 or 10 hooks, then I probably won't view that as a loss).

    0k or 1k is a loss. Used to sort of have an exception for 3 escapes with a key at 1 gen but that's not a thing anymore.

  • He’s boring and weak. At the very least the dream world needs to be more interesting somehow if not just another rework.

  • @Leonardo1ita said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928100#Comment_2928100

    Does the mori at 5 stacks also disappear or just the exposed?

    The killer can still instadown and mori survivors if they have enough tokens, the exposed icon just disappears for the survivors when it shouldn’t. The cursed status will still be there and sometimes the exposed icon will even reappear the next time someone is downed. It’s just a survivor visual bug, undying will still transfer the hex properly and it will still do what it’s supposed to do.

  • Completely agree. I’ve been saying this for a while that nerfing COH to a point where it’s no longer an issue likely means it won’t be good anymore, which will put it with the other boons that just aren’t good enough to be worth using most of the time but also can’t be buffed without being broken. The boon totem mechanic is flawed at a fundamental level and is “balanced” by the perks not being that good minus COH.

    Personally, I think the killer needs to be able to break totems, as this would also solve the issue of unlimited verticality (eg. ironworks main building totems) since it would no longer be nearly as big of a deal if the killer had a more permanent counterplay option. Each boon perk would then need to be rebalanced one by one to be good. I think you could even give the killer the option between snuffing like they can now or breaking it which takes longer but then that totem can never be used again.

  • It is a cylinder with unlimited vertical range and I think that’s one of the biggest problems with them right now.

  • Running a decent Nurse for the last 2 gens when only me and 1 other survivor was left after she killed 2 with devour. We both made it out.

  • I think the reveal mechanics should be more of a middleground between what we have now and what we had before. Like yeah it’s better for the survivors now and I do appreciate that as a survivor main but it undeniably makes him a lot weaker.

    And even if they hadn’t changed the reveal mechanics at all I don’t think his buffs actually did much compared to new legion.

  • The new player experience is terrible for both sides. Honestly not sure which side it’s worse for but it really doesn’t matter, it sucks for everyone either way.

    The tutorials are okay for barely getting started, but nothing more than that.

    When I was new, I slowly learned the more basic mechanics of the game, but I couldn’t learn chases at all on my own. I remember when I thought a TL was an infinite because I didn’t know how to run it correctly as killer and I got so frustrated. I couldn’t figure out looping or how to run tiles as either side properly and had to watch a ton of videos to even get started.

  • 90% of the playerbase hates it so nah you’re not alone

  • As much as you may want to get out and go next against facecamping bubba, you shouldn’t because doing so enables this playstyle. If someone camps with bubba and the survivor kills themselves on hook, they’re going to see that it works and continue doing it.

    Give your teammates an opportunity to do gens and have a chance to escape and make sure the killer doesn’t get to ruin the game and also get a 4k. It sucks that your teammates pretty much can’t rescue you, but if survivors do gens and leave while the killer sits in basement for 2 minutes then eventually at least some of the killers doing it will get bored of it.

  • It definitely felt way easier to reveal him as survivor. While I appreciate that they did make it a bit less clunky I feel like they almost made it too good and it should’ve been somewhere in the middle.

    But yeah I agree besides some of his addons I don’t think his changes did much for him at all. Legion got a lot more love.

  • I usually let them get it but I still down them afterwards.

  • @GrimReaperJr1232 said:

    The nerf was a waste of time. The actual problems with the perk haven't been addressed and likely never will in the near future.

    With this perk, all 4 survivors can heal themselves at about 75% efficiency. For reference, Old Self-Care was nerfed from 80% to 50% because it was too strong. You literally give Old Self-Care to your entire team, only this also makes medkits stronger AND allows quick group heals. This perk completely breaks the balance of the game due to what it does. Anything below 50% would be ridiculous in terms of viability, but at the same time, this perk is still broken.

    Its entire function needs to be looked at. You should not get a free BETTER Self-Care. Idc if that kills the perk anymore. At this rate, I would rather have a mediocre perk rather than a perk that single-handedly breaks the balance of the game.

    I agree, but unfortunately nerfing it adequately likely makes the perk not good anymore meaning people will stop using boons entirely because the rest aren’t usually worth it by themselves. It was the same with scourge hooks kinda - you never saw them until PR was introduced with the artist, because gift of pain just wasn’t worth it. But now they are more popular.

    Thus why I think the entire boon mechanic needs some adjustments so the perks can be fair but also decent and worth bringing into a match. That would obviously need to come with adjustments to the individual perks as well but that’s fine.

    TL;DR: I don’t think there is a good fix that only affects COH.

  • @steezo_de said:

    I think it was hotpatched a few minutes ago. Healing now regresses if you leave the AOE and you make a sound if at any time you stop healing before you've completed.

    That’s the new Hemorrhage status effect in action - it causes healing progress to regress at 7% per second when not actively healing. It has nothing to do with coh.

  • On survivor I basically never use more than two meta perks at a time and try to create some interesting builds with perks that aren't used as often.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2928387#Comment_2928387

    Any killer can outplay a DH if they run the loops in the right way. As long as the survivor isnt in the perfect position to DH into a vault/pallet its a down. And surely it should never be possible to outplay a proper DH use.

    "As long as the survivor isn't in the perfect position to DH into a vault/pallet"

    Killers often do not have a way to prevent this from being the case if the survivor knows how to use DH correctly.

    Survivors go for extra loops knowing they have a get out of jail free card if they mess up or if the killer correctly decides not to respect a pallet after they went for an extra loop or whatever. DH rewards playing greedy with no risk involved as long as you don't DH into a wall or something.

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