sizzlingmario4
sizzlingmario4
About
- Username
- sizzlingmario4
- Joined
- Visits
- 18,774
- Last Active
Comments
-
So first off, there is absolutely nothing wrong with camping and tunneling at the end of the game. You have nothing else to defend, and in most cases, anything short of camping your hook and trying to defend a kill is going to lead to a rescue and escape.
Having said that, I’ve actually never really liked how endgames realistically play out. And for everything else I’m about to say, for the purposes of this discussion I’m going to ignore NOED as that often just leads to survivors cutting their losses and leaving, but the majority of games, it won’t be in play. Now, I don’t fault the killer for camping a hook they get at the end, there’s nothing else for them to do once the game gets to that point. But it usually just leads to hook trade after hook trade until either the survivors all escape, or the killer keeps trading until the survivors eventually run out of hookstates and somebody dies, and then the rest leave since they no longer have any incentive to stay. There’s also very little you can do against certain killers and someone who just got unlucky by being the person chased when the gens were done dies on first or second hook because saving isn’t realistic. Either way I don’t think it’s particularly interesting gameplay for either side, but I admittedly don’t really know what (if anything) can be done about it.
-
@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2924088#Comment_2924088
I do beg to differ, CoH is hardly any better than self-care. People spending a lot of time for such a weak perk helps the killer.
It is worse than selfcare for your first heal.
After that is when you begin getting value and it quickly becomes way better in terms of what you get out of it, IF you are smart about where you position your totem and don’t put it somewhere too convenient for the killer.
-
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2924088#Comment_2924088
To be fair to the devs on this one, I believe either Peanits or Mandy elaborated on this and said that working on lots of content like this is obviously time consuming (And given they are a company that doesn't crunch), if we want big content changes like this we can't expect huge mega updates to both sides each time even if that would be the most ideal scenario
Personally my big hope is the anniversary will have a big survivor QOL update since rumour has it we're not getting a license this year.
Oh I absolutely agree and I’m pretty sure I saw that post you mentioned as well and that’s totally fair. I’m not complaining about it, sorry if it came off that way, I just pointed it out in relation to Sluzzy’s post and also disagreed with legion being op. Overall I’m happy with the update even if there’s a few bugs to be ironed out. I’m excited for the anniversary and if we get the solo survivor QoL update then, that would be awesome.
-
Yeah, it is a killer-favored patch. There’s no denying that. But it’s not like legion didn’t need the buff they got, and COH is still a very strong perk.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2924040#Comment_2924040
Artist's is kinda bad too
it's just not as grating as Ghostface's
Hers is a bit strange but I actually like it. Then again I’m one of the only people who likes artist it seems.
-
It’s the only chase music in the game that isn’t good.
-
It doesn’t look like him at all.
-
Don’t finish mending until frenzy ends. You can do part of it and wait but if you finish mending during frenzy then they will get killer instinct on you again and will be able to hit you again, making them stronger and more likely to get their 5 hits.
-
No. Good riddance to matches ending prematurely with keys as well as getting left behind as survivor after someone else key escapes.
-
Idk if I’d go as far as to say it makes me feel ill but it definitely isn’t good.
-
@Firellius said:
https://forum.deadbydaylight.com/en/discussion/comment/2923410#Comment_2923410
This could easily be fixed if it got the same change it already needs right now: While you're under the endurance effect from BT, you have no collision with the killer.
This only works if BT is basekit and applied all the time. If it’s a perk, then this betrays survivors who don’t have it. All the killer would need to do is see if the survivor has collision or not, if they don’t, you know they have it and don’t swing, if they do, you know they aren’t protected and can just down them immediately.
-
Yeah. The hatch nerf was needed but those key challenges are kinda stupid now.
-
It’s not being nerfed the right way. Unlimited team-wide selfcare is still unlimited team-wide selfcare.
-
@Haley said:
I just looked at patch notes. Nothing on there says that this is intentional
It’s not in the patchnotes, but it was mentioned over in this thread during the PTB:
@Aven_Fallen said:
Hello,
if healing while being affected by Hemorrhage and stopping Healing, the Character behaves like they missed a Skill Check.
Killer does not get a Sound Notification when far away and also no bubble for a failed Skill Check. However, if they are close, they will hear the Survivor stopping the Heal-Action.
Kinda annoying if you suspect the Killer to have Nurses Calling, stopping to heal so that they dont find you, just to see that you make a loud noise which reveals your position.
Steps to reproduce (this was how it was tested on the PTB):
Killer used: Legion
Hemorrhage afflicted by Sloppy Butcher
Healing done via Circle of Healing
-
@RakimSockem said:
https://forum.deadbydaylight.com/en/discussion/comment/2923654#Comment_2923654
O well that happens with every new DBD map update. They'll fix that in like 3 months. The map itself though looks great, it's pretty small so killers shouldn't have too much issue getting from 1 side to the other like old Haddonfield, and the middle is VERY open which helps some killers more than others
At the very least it’s definitely better than the old one. Visuals are awesome.
-
@Pulsar said:
Is Haddonfield still that bad?
It has uncleansable Totems, so I’d say yes.
@ topic:
Idk why you’d bother queueing as killer and go afk on the new map. Seems obvious it would be played a lot today.
-
@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2923488#Comment_2923488
Thanks, I hadn't seen her post. Does it give a notification to the killer?
No. But they will hear it if they’re close enough.
-
This has been confirmed to be an intentional effect of hemorrhage. The killer will not actually get a notification, but it will make a sound like you missed a skill check and they will hear it if they’re nearby.
-
@skylerbound said:
https://forum.deadbydaylight.com/en/discussion/comment/2923557#Comment_2923557
Nope, no iron will on me and the other person I spectated
Well there goes that idea then. You’re def not the only one though.
-
@Foodnt said:
i thought the 2 pallets in the house of pain is a bug
If there’s 2 downstairs then yeah it is
-
I heard someone else mention it was an iron will bug, were you using that?
-
@randonly said:
https://forum.deadbydaylight.com/en/discussion/comment/2923521#Comment_2923521
it is an unsafe pallet. ButI think having 3 pallets in the same zone (with 2 super safes in the basement part) is a bit much, even if they removed the chance of spawn the window to enter in the house of pain
I think that house is ok now. There’s one good pallet and 2 that can be played around and no more busted windows. I’ll take that over the old one any day of my life.
Also if there’s actually still 2 pallets downstairs then that’s a bug, the devs mentioned during the ptb that wasn’t supposed to happen.
-
@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/2923353#Comment_2923353
Couldn't check the PTB (console), but new Haddonfield feels worse than old Haddonfield.
Loops are still safe, they spawn really close to each other, House Of Pain has 2 God Pallets and there's an abundance of God Windows.
Only things that are better is the smaller Gen spread and worse stealth
The one upstairs isn’t a god pallet, unless they changed it
-
@Bwsted said:
The new hemorrage will reset the heal if you don't complete it.
However, the sound for missed skill check seems a buggy occurrence.
The sound is intentional, Mandy confirmed this before.
@HeyItsQuiet said:
https://forum.deadbydaylight.com/en/discussion/comment/2923432#Comment_2923432
So, if I don't have enough charges in a medkit for a complete heal, I may as well not even use it, because hemorrhage will waste the charges?
And yes, the characters will make their pain sound and act like there was a missed skill check. When I tried healing the Kate myself, it did it a few times before I even had a skill check.
Correct. Hemorrhage regresses healing at the rate of 7% per second when you’re not actively healing. So if you don’t have enough medkit charges then don’t even start because you’ll just lose it.
-
It’s already been acknowledged in bug reports.
-
@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/2923236#Comment_2923236
I doubt there is any amount of nerf that can put it at the sweet spot between OP and useless.
The problem is with the boons being an effectively fifth perk with very little downside. They need to be breakable, or to have some kind of charge ... Something to limit them. Else they will always be OP.
I've been back for only a few matches and I've already been twice against multiple shadow-steps SWF builds. (Or how to have no tracks on a good part of the map.) Wonderful.
Bingo.
Boons strangle themselves by being unlimited to the point where in order to balance them the perks can’t be good without being busted.
COH has an additional issue over the other 3 as well in that its effects primarily take place away from the killer, something the other perks aren’t as good at.
But yeah I don’t think you can make boons balanced without making them more limited than they are now and then rebalancing all 4 of them.
-
12 seconds is typically enough to reach something that you can loop.
This version would also incentivize offensive BT play more than it does already. If the timer doesn’t decay within 24m of the killer what’s stopping me from just aggressively bodyblocking forever until they hit me?
-
It’s hard to say whether someone is cheating or not without a video.
If we ignore that possibility, then there’s no perk that specifically affects corner-turning, but maybe you aren’t hugging walls as tightly as possible or something. If you could post a video example that might be helpful.
-
Smiley Pin is Blindness though?
Broken is inflicted by the Legion Pin which is a green. Smiley Pin is a brown.
-
Yikes. Hopefully that gets fixed asap
-
Does he actually still instadown or is it only a visual error?
-
The nerf is 3 seconds for self-healing.
Played with it on the ptb a few weeks ago and it still felt completely busted. Haven’t touched it since then and I’m currently taking a break.
-
I wouldn't. If anything I would change it to not work so well with camping.
-
@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2922725#Comment_2922725
But self care is 32sec as well at 50%, right?
Self care (the perk) just cuts your healing speed in half with no bonus at all, so your healing speed is 50% (half of 100), so yes 32 seconds.
Think of it this way: self care is basically coh except the bonus is 0.
-
@indieeden7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2922606#Comment_2922606
They might do something to try and improve its interaction with perks like Resurgence or Solidarity but other than that I highly doubt it'll ever get nerfed.
Yeah. Honestly for that just make those two perks’ partial healing progress immune to it.
-
Lmao they barely changed it. Still sounds like a treadmill.
-
@GamerEzra said:
https://forum.deadbydaylight.com/en/discussion/comment/2922704#Comment_2922704
It should be 50% and that means it would be 32 seconds. Maybe a bit faster if you hit great skill checks.
That’s not how it works. It increases your healing speed by 50%, and then if you’re self-healing it’s all cut in half. You’re actually self-healing at 75% speed (half of 150%).
Last patch it was 87.5%, or half of 175.
-
It should be 21.33 seconds to self heal now, and 10.67 to heal someone else.
If mangled is in play that goes up to 26.67 or 13.33 respectively.
-
The gen bug is whatever as long as you can still hit them at least.
The fence bug might be a problem.
-
The only problem was recovery regression which already got removed. It seems fine now and I don’t see why it would be nerfed further.
-
@dugman said:
This is one of those times I wish I had access to game data to be able to pivot stats on a lot of matches and see what impact Corrupt Intervention has on kill rates. It’s definitely solidly in the meta, lots of killers swear by it. (I don’t use it personally but that’s only because it can lead to survivors just hiding for 90 seconds and I’d just as soon get the survivors doing things more noisily right out the gate to get the ball rolling. Just a playstyle preference, I have no doubt Corrupt is a great perk strategically.)
If a survivor ever posts data from a large number of matches including the total kills and what perks the killer had though it would be fun to pivot out kill rates versus perk selection for things like Corrupt to see how strong the correlation is.
Survivors hiding and waiting it out is boring but I don’t actually see it done too often. And I use corrupt as killer in probably half my matches.
I will post data like that at some point, I’ve been keeping stats on my games on both sides including what perks the killers have, but it’ll probably be a while, I want to get more data. So far I have like 130 solo survivor games recorded and around 230 killer games. (I play way more survivor than killer but kept it to solo queue only to keep the data consistent and not when I play in a swf)
-
@calem said:
I would like it so that gen repair speeds are slower to some degree until the first gen is completed, or something similar
This but until the first chase starts. Not first gen done.
-
As much as I agree with nerfing nurse it sounds like you have a problem with DCing.
The base time is still 5 minutes, if you’re up to 15 then you’ve been DCing multiple times.
-
The traps is basically most of what she has. Her stealth isn’t as good as some others and her ambush is very weak most of the time.
But the issue with pig is that she is too dependent on trap rng and while I don’t really mind going against her, it’s a big part of why I don’t enjoy playing her and it sort of limits her from being made any stronger than she is.
-
@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2921993#Comment_2921993
When in tier 3.
Even still, the killer had enough time to catch up.
It’s faster in tier 2 as well. In tier 3 it’s even quicker.
Also I’m like 90% sure that myers had bamboozle, it sounded like I barely heard it in the background.
-
Looks fine. He didn’t swing at DH and remember Myers has faster vaulting speed than other killers.
-
@PeaceNGrease said:
I don't think there's a single buff they can give him that will make up for losing tombstone piece, it's honestly not that problematic in the grand scheme.
Honestly I haven't heard a strong enough reason for it to be removed. If you remove a survivor you've never interacted with with it, you basically get a single kill and then everyone plays different and there's barely enough stalk left to get a second Mori of you just 99 and Insta a new survivor. It doesn't exactly win games on its own, but probably keeps Myers somewhat on-line with the rest of the killers because outside if using this or inf T3, he's pretty bad
You don’t need a second mori to win a 3v1 at 3-4 gens. If you lose that you’re either on a ######### map as an m1 killer or you messed up. And if you are on a bad map that’s just a map design issue at that point.
A killer being weak doesn’t justify the existence of an overpowered addon.
-
@N8dog said:
if ANY Freddy needs reworked, it's blood warden. It's been exactly the same since pre EGC...
Tbh literally all 3 of his perks need changes. Bloodwarden can be funny and can clutch sometimes but it’s not that good overall especially with the 99 doors meta.
Remember Me definitely needs a buff (again) but I’m not sure what’s the best way to change it. It 100% needs to lose the “the obsession is unaffected by remember me” clause, but that alone isn’t going to fix the perk.
-
It’s stupid. It’s fine for it to filter racial slurs and that kinda stuff but anything beyond that should be optional.
-
@TeabaggingGhostface said:
https://forum.deadbydaylight.com/en/discussion/comment/2921590#Comment_2921590
Wish granted, it now activates twice but now also deactivates when entering lockers or taking protection hits
Protection hits as a deactivation condition doesn’t really work since they can happen unintentionally.
If you get unhooked by an injured survivor and get farmed (or get hit with BT) then you just took a protection hit and lost DS to no fault of your own.