sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Comments
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I don't think the new julie's mixtape is really a healthy addon since it means you can just never respect pallets and immediately start frenzy again.
But besides that he seems fine and I hope he isn't nerfed.
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If you are stalked at any point it does not automatically reset if he doesn't finish it. It only resets if you get hit or get hooked.
A common tactic used by ghostface players is to stalk someone to 99% and save it for later and/or wait until they are out of position to mark them and down them quickly.
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It absolutely does make her weaker lol. It's not a good addon.
It was buffed like 6 months ago, it used to only increase movement speed by 2.5% so it sucked even more.
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Because that's the only reliable way to win with Twins. They're a poorly designed Killer.
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@Witas said:
https://forum.deadbydaylight.com/en/discussion/comment/2928113#Comment_2928113
Yeah it was regressing, blocked a 99'd gen FOR SCIENCE
Aight, definitely a bug then
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Unpopular opinion, but Artist was the best killer. Sadako is fun too though even if she needs some buffs.
Best survivor I’d say either Jill or Yoichi. Mikaela is disqualified for introducing a broken perk into the game.
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Are you sure it was actually regressing or it just had the spark visual effect?
Normally, if a gen is blocked with ruin it will still spark but won’t actually lose progress as long as it’s blocked.
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Can confirm I’ve had this happen before as well. This can also happen with devour hope + undying.
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Overall a solid list, but baby shoes and oil paints are underrated. Oil paints’ extra killer instinct range can help a lot more than you’d think.
I would also say ink egg is not worse than charcoal stick, but it still isn’t that good.
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There is not really a good way to nerf it properly without making it bad. Boons as a whole just need to be reworked and rebalanced while there’s still only 4 of them.
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Iri head doesn’t need any more changes. Soldier’s puttee shouldn’t be an iridescent though.
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You do realize they just nerfed COH? Even if they’re not really going about it the right way.
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They really should update resurgence and solidarity to bypass hemorrhage.
But I get the feeling when perks are updated or when new perks are introduced they often don’t entirely consider their impact on the game and how they interact with other perks. For example DS initially not being disabled when blessing a totem.
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Reduce her RNG by reworking her RBTs. Each trap requires a certain number of searches, with one coming off first try, one taking two searches, etc., with the last one requiring 4, but these are in a random order. Then add a 5th box so she can’t camp a box for a guaranteed kill (effectively shutting down AFK pig).
Give her back her 28m terror radius and make combat straps basekit. She could probably use some improvements to her ambush as well, given how weak it is right now at most loops as the survivor can just run away.
Some addons could also be adjusted. Amanda’s Secret for instance is terrible.
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Agree. Legion’s chase music is great, just a bit loud.
They already said they’re turning down the volume of GF’s music in the first bugfix patch though until they’re done changing it again. (And yes they are changing it again)
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Dead Hard and NOED are both stupid perks.
That’s all.
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Yes it’s bugged, the perk doesn’t work at all. There’s an acknowledged report over in bug reports.
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This is actually something I would like to see, just as an experiment. Although the lack of BT and DS may be a problem.
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If only it was that simple.
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They can’t change it unless it’s made impossible. Same reason why the 3-blink nurse achievement still exists.
I’ve definitely helped a few survivors get this challenge though.
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I never really associated any stereotype with cheryl tbh.
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@Pior_Morte said:
No, they actually doesn't...
It’s a joke. They’re getting unlucky and not getting skill checks with those perks which require skill checks to work, therefore suggesting new survivors use those perks to avoid skill checks.
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To an extent, caps on certain action speeds might be useful. But the game already does have diminishing returns on stacked bonuses due to the way they’re applied together.
For example, desperate measures is (let’s assume all survs are injured) a 56% bonus to healing. This reduces healing time to 10.26, saving almost 6 seconds.
Botany gives you 33%, reducing a heal to around 12 seconds, saving 4.
But since bonuses to action speeds are additive, if you put these together for a total bonus of 89%, healing time is 8.47. The second perk in this case (doesn’t matter how you order them) does give you a diminishing return - it’s not saving as much time as it would by itself.
Now on the other hand, action speed penalties are similar, but they’re multiplicative (because this ensures you never reach 0 no matter what). But this changes something important.
For example, sloppy butcher’s healing slowdown is 20%, this makes healing take 20 seconds, or 4 seconds longer than normal.
If the killer has pentimento (2+ totems), the slowdown is 30%, creating 22.86 second heals, or almost 7 seconds longer than normal.
Putting these together, it’s figured as (1-0.2)(1-0.3) = 0.56, so the total penalty is 44%, not 50%. So the healing time is 28.57. The difference here though is that the time difference is larger than either of the two perks alone, whereas it wasn’t with healing bonuses. So although it does have “diminishing returns” by being multiplicative (instead of being 50%), you actually still get MORE value despite that by stacking them together.
Now, back to what you said - might a cap on action speeds be useful for some things such as healing? Maybe, but I think it’s more an issue with certain individual perks and items (and notably how quickly a syringe can heal you within a boon), and not putting them together, at least for right now. As far as gen speedup goes, I think prove thyself and good toolboxes are still overtuned regardless of whether you combine them with anything else or not. But that’s just my thoughts.
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While I agree a lot of new perks are underwhelming it’s hard to make anything compete with the existing meta without it being too strong.
That said, plenty of perks need buffs.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2926483#Comment_2926483
Are you telling me they released a reworked map to live.. with inaccessible totems?!
Yea the room was open on the ptb so it was fine. At some point between then and live they closed it off but left the totems in there lol
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It will stack but it will not go past the cap of 8000 points for that category.
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Tbh that spawn wouldn’t be so bad if not for the fact that hex totems glow like that.
If that was a dull totem it’d be a bit harder to see.
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Yeah for right now it seems like there’s no way to disable it.
I understand why they would want to prevent those files from being edited, but if they’re going to do this then please at least make these things in-game options that can be toggled.
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It’s a bug with yesterday’s update
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Even before the patch, Legion was way more popular in my games than Ghostface ever was.
But the truth is the legion buffs were a lot more impactful. GF got some better addons and a couple other things but with it being easier to reveal him than before I’m not sure he really got buffed much. And his music is still terrible which from what I’ve seen is a contributing factor towards why at least some people aren’t playing him.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2925799#Comment_2925799
your wish is my command...done!
Thank you!
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I think people are avoiding playing ghostface because of his music.
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@MandyTalk can we get this pinned?
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Never noticed much of a pattern honestly. But at night when survivor queues are long I often tab out and do something else so I end up being the guy that lets the timer go all the way because I’m not looking at it.
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Yeah I like it. I like how they’re starting to make these alternative playstyle addons more interesting by giving them extra benefits.
Instead of just reducing Nurse’s lunge and calling it a day lol
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The Legion changes were definitely far more significant.
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Thanks as usual!
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@[Deleted User] said:
I like it a lot. Personally Myers chase theme annoys me a lot more.
His is a bit repetitive but I think it works because it’s similar to the theme from the movies. I don’t mind it.
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@Leonardo1ita said:
https://forum.deadbydaylight.com/en/discussion/comment/2922715#Comment_2922715
This is the exact information and how it works in the game.
Circle of healing works like this:
16/((1+0,5)*(1*0,5)) = time to heal.
The first 0,5 is the 50% buff, the latter 0,5 is the Self healing efficiency debuff
Can confirm.
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@Jay_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2924441#Comment_2924441
what are you on about. you quoted my forum post from PTB with a response that had nothing to do with it...
Ik your original post was about something else but the topic of this post was also asked about at the bottom of yours, so I used it as an example. Sorry if that was confusing.
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No. But if they’re close enough they’ll hear it.
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@SackoXA said:
https://forum.deadbydaylight.com/en/discussion/comment/2924382#Comment_2924382
With the changes to how Franklin's and keys work, I don't think you would see repeat problems. Especially not when now you can just kill everyone more easily with things like healing regression (hemorrhaging)
The game is not how it once was where the hatch was the best thing ever. Now it's... blegh and has been since the change. It's not even fun to hatch escape or take a key.
The most recent change to Franklins was implemented before the hatch nerf. Either way, it’s not hard to counter it, you just put your key on the ground somewhere so its charges can’t be drained.
I do understand that keys feel sort of useless now and they could use some kind of additional effect and/or an addon pass, but reverting the hatch nerf is not the solution.
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Legion is far from OP. Spread out and split up, don’t stay in groups against them and in most cases don’t bother healing. Unless you have to in order to go for a save, it’s usually not worth it.
If you get hit by frenzy, don’t finish mending until his frenzy is over. If you do they will be able to get killer instinct on you again and that will make it easier for them to get the 5 hits to down someone.
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@Haley said:
She says "a grunt of pain". That is not what I'm experiencing. I get a full on missed skill check notification with the sound. And it shouldn't happen, especially when using a syringe.
Is the sound made in the video in this thread (near the bottom) the one you’re experiencing?
@Jay_K said:
Upon testing the Hemorrhage healing regression both with and without a range perks the total time to regress from 99(ish) healing to 0 is around 56 seconds. Confirmed this multiple times each coming back with the same regression time.
Patch Notes stated that it was 7% a second bringing it to a total of 14 seconds to reduce from 99 to 0.
Hoping that the 56 seconds is a bug as if it is not then the new regression is kinda pointless because if a kill finds a survivor they will still be able to heal in chase as long as they drop a pallet and heal.
Because she also reiterated there that it was intended.
Also do note the killer will not get notified as if you missed a skill check, it’s only the similar sound + grunt and nothing else.
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Haddonfield. Killer sided.
Never thought I’d hear those words in a sentence together.
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@SackoXA said:
https://forum.deadbydaylight.com/en/discussion/comment/2924037#Comment_2924037
https://forum.deadbydaylight.com/en/discussion/comment/2924053#Comment_2924053
This is suggesting that killers tunneled more when you brought in a key, but I haven't seen a difference in the last 2 years I've played this.
Killers absolutely did tunnel more when keys were in play prior to 5.3.0. Now they don’t because the worst case scenario for them is it allows one survivor to escape and that’s it, so it’s no worse than if the last survivor escaped through hatch without a key.
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Healing against Legion is usually a complete waste of time.
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Could you post an example?
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@gendoss said:
Am I really the only one who actually likes it? I always thought it was awesome.
Maybe not the only one but definitely one of few.
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The power drain on m1 was unnecessary and they got rid of that; but losing your power for a missed swing in frenzy makes way more sense imo. You already can fast vault windows and vault pallets, and run way faster than normal. You should be punished if you miss your attack.