sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3945091#Comment_3945091
i forget that's a thing since trapper is rare also slippery meat used to do it i think it still does
Luck doesn't affect bear traps anymore, they removed that years ago
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I'm glad they gutted them. Being able to guarantee a good map for you was far too much of an advantage for either side that did it. Playing a match that you know you are likely to lose before you even get past the loading screen feels bad.
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I agree. Hatch offerings being secret is unhealthy for both sides imo
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Hi - I wanted to give an update on this, since this addon received a buff in this patch I figured I would test this again. I can confirm that it is still bugged on the 9.0.0 release and only works when hitting a healthy survivor.
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For Blight, sure.
Nurse, no, because it makes no sense for her. She almost never actually breaks pallets and it would do very little to her. She needs other changes.
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@SkeletonDance said:
Where are you guys seeing this?
Some content creators had an early access stream of the new chapter earlier today, I saw it on one of their livestreams.
- Range increased from 12 meters to 16 meters
- Haste reduced from 7% to 5%
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It's a bug. It does increase heal speed but the bar doesn't turn yellow
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It's not a straight nerf. It's 5% Haste but now activates within 16 meters of the generator instead of 12 meters.
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I've been seeing a lot of Cruel Limits
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Got reminded of this again last night when I died to this. This really needs to be addressed.
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Could either be Vigil reducing the Exposed time or something like Off the Record endurance tanking it.
@vol4r said:
Off the record or mettle of man work while you are exposed. Could one of those two
Mettle of Man does not work against instadowns if you are healthy (even though Endurance does). It specifically has a requirement that you have to be injured for it to work. I think it's silly that it works this way and it should be changed to block an instadown while healthy (and just injure you instead), but yeah.
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@Mandy said:
Hello!
Quickly diving in to say thank you to all for this discussion, this is something that's been investigated by the team and we hope to have a resolve for the release of the next Chapter (so yes, next week!). We thank you all for such a thorough discussion!
This is great news. Thank you!
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Definitely feel like they could've done some more to some weaker addons she has. Like, yeah, Severed Hands needed a nerf and I'm fine with that, but most of these changes are nerfs to some good addons and very minor or inconsequential buffs to a handful of addons that will not be much better than they were before. And somehow Charcoal Stick (her worst addon as it makes her power worse than basekit) was left untouched.
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Chaos Shuffle, maybe.
2v8, no, because it messes up the queue times way too much (for both 2v8 and 1v4 as well) and it would be horrible if the game was like that all the time.
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I'm like 99% sure that bug is still around yeah, and it also still counts as 2 regression events unlike Pop
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That would be way too much.
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@Stalker_Tube said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940260#Comment_3940260
Well, here's the thing - Phantom Fear, a new perk for Springtrap, causes a scream and aura reveal, however, Calm Spirit prevents the aura reveal too in that perk's case.
I did not know that about Phantom Fear - it may be the case that for Phantom Fear specifically a scream is a prerequisite for it activating at all (thus not triggering an aura and also not going on cooldown either), very similar to how Scene Partner works (ie. Calm Spirit + Scene Partner is a bad combo because the former disables the latter entirely). But for Face the Darkness it's always been that the two effects were separate (but triggered at the same time) and it definitely used to show an aura without a scream bubble when Calm Spirit worked against it properly. I'm wondering if this scream bubble issue may have started when they fixed the scream bubbles previously not appearing for this perk at all.
Either way though, at a minimum the scream bubble definitely should not be showing up against Calm Spirit.
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The aura still showing is intended even if the scream is blocked (as they are 2 separate effects) however the scream bubble showing there with Calm Spirit is a bug and should be fixed.
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Only if it comes with a massive slowdown that's at minimum equal to going into fatigue, and even then I'd probably be against it still
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3935899#Comment_3935899
I know but why are names licensed. It makes no sense to me. They took a random name that is slightly related to the license and now they have to change it. Like why do they have to change the name of the perks when they can make it free at will?
It's just part of the license, they had to do this with Stranger Things perks too (at least until they got the license back). There's also slight changes in some of the icons; for example, Deadlock now uses a generic skull icon instead of a picture of Pinhead.
Unlike the way it was handled with Stranger Things though, the names and icons for Pinhead's perks will only change in the game if you do not own Pinhead, if you do have him then you will keep the original names and icons.
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@Nazzzak said:
Now that he's killswitched, can I ask what the bug was? Just out of curiosity lol
His basic attacks were bugged and didn't count as basic attacks which led to several issues including permanent 3 stacks of PWYF (since his bugged basic attacks didn't remove any tokens) and he could also do a full lunge while carrying a survivor, similar to the Oni bug from a while back. Any basic attack restricted perk (like Surge or Sloppy) also didn't work on him at all.
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Yeah, this addon description has been wrong since Vecna's release. The effect was reduced from 0.5 to 0.35 seconds after Vecna's PTB (check the 8.0.0 patch notes) but the description was never updated to reflect that nerf
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This change does not increase the base speed of Overclock. The 3% haste was 3% of 4.6m/s (not 3% of 4.0)
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I would agree with giving Blight this nerf (and keeping the nerf for Ghoul), but not Legion or anyone else
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No, if anything seeing a sacrificial ward makes me happy and makes me feel like the player who brought it wants a fair match.
I bring sacrificial wards nearly every game on both sides now that they are common rarity, so map offerings basically don't exist in my games anymore, whether they're from opponents or teammates.
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While it's true that the kick limits would make these perks less obnoxious than they once were I still don't think strong regression rates like this that can be obtained without downing/hooking a survivor is healthy design, and in some limited cases it would actually be better now than it was pre-nerf since gen-tapping hadn't been removed yet at that time. Call of Brine is a bad perk in its current state, but I would rather give it a rework that can make it both stronger and healthier, not just a number buff/revert
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I agree, but it's not because they buffed it to 40%, it's because of the stealth buff they did afterwards.
Originally they increased it from 30% to 40% (which was fine imo), but then shortly after quietly changed how the perk worked so that instead of a 40% increased recovery rate from status effects, it decreases the actual duration of the status effect by 40% (equivalent to a 66% increased recovery rate). This second change made the perk overtuned imo, and there was no mention of it in patch notes but the in-game description was changed to reflect this so it likely is intentional.
I would either be ok with removing the stacking or keeping stacking and lowering the number back to 40%, I wouldn't do both changes, just one of those two.
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I agree. I was very much looking forward to this problem being addressed and I'm disappointed they decided not to go through with the changes. They just needed to buff some more perks than they did on the PTB, that was all.
As long as these effects are allowed to stack the design space for these perks is going to remain quite limited and some weaker perks will never be able to get the proper buffs they deserve without making stacking them an issue in some way. This stacking system is not sustainable long-term imo and this will likely have to be revisited again at some point.
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Survivor Scenario #2 should be counted as a loss, not a draw. If everyone is in dying state, hooked, or dead, then in 99% of scenarios the killer is winning that game.
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I think it depends both on your specific build but also on personal preference. For me personally, I usually don't run Undying super often, but if you have a build that really benefits from one other specific hex and you want to make sure you don't lose it right away, then Undying can be worth it.
If I'm using Devour Hope specifically (but without a full hex build, ie. I'm bringing 2 or 3 regular perks) I typically avoid Undying as this leaves 3 dull totems on the map that can reveal Undying's presence to survivors and make them suspect (and start looking for) the Devour totem much sooner than if you had just used Devour Hope alone, making Undying a detriment. With most other hexes this isn't really an issue since survivors will find out quickly anyway.
For builds with 3 or 4 hex perks, some of those builds start to benefit more from Thrill of the Hunt instead unless it revolves around 1 main hex you really don't want to lose first, like Devour + Haunted + Retribution + Undying for example, as without Undying if you get unlucky and lose Devour first then the rest of the totems can just be ignored. But for something like Ruin + Wretched Fate + Pentimento, I think Thrill is better than Undying in that build (especially since rekindled totems both benefit from Thrill and can restore lost Thrill stacks from the other totems being cleansed as well).
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Leatherface needs one. Only about half of his addons are worth using.
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No, the normal mode should always remain available. Players shouldn't ever be forced into playing events they don't enjoy, whether an event is fun or not is subjective and some events are better than others.
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@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917969#Comment_3917969
Ah gotcha. Thanks for the clarification. Wonder if it's intentional? Kind of a weird change to make without patch note on.
The way it works right now is the way it worked originally, but it was stated back then that this was a bug and it was not intended to fully deactivate unless a heal was successfully completed. In patch 8.3.0 this was changed in a bugfix so that it would not fully deactivate anymore if you were downed before being healed (and instead the 60 seconds would start over once you were returned to injured state, either by being healed from the ground or when being unhooked).
In a recent update (not sure if it was Ghoul release or one of the smaller patches following) it got changed back to fully deactivating again and there was no mention of it in the patch notes so it's likely not intentional. I hope they change it back to not deactivating again since Moment of Glory is a fairly limited perk (chests aren't infinite) and it was really the only advantage it had that prevented Clean Break from completely outclassing it.
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I agree honestly. The nerfs were a slap on the wrist, he's still way too strong. And unlike the other S tiers he is super easy to play
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He takes some getting used to, but he is a VERY strong killer in the right hands. He's been in my regular killer rotation since his release.
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Feel like one of Trapper's setting speed addons should be basekit
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Am I enjoying the bloodpoints? Absolutely.
Am I enjoying the actual event gameplay? No, not at all on either side. Sometimes blood pumps spawn super far away from blood gens and it's tedious for survivor, sometimes they spawn right next to blood gens and the killer can't really do anything. Half the games feel like they're decided by RNG, not to mention a lot of stuff just doesn't work with the blood gens which reduces build variety on both sides. Survivor BP gain in the event mode is atrocious as well. I actually completely stopped playing the event, I've only been queueing in normal mode for the last week or so and I'm not even going to finish some of the tome challenges that require playing the event since you don't need to do them all to reach the end and I already got all the rewards.
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I think the blind duration shouldn't be a set number but rather should be a percentage of the killer's stun/blind duration, like 150% or maybe a bit higher.
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Yes. I had a game yesterday where all 5 players were on 250 ping. It was completely unplayable.
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@SkeletalElite said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915533#Comment_3915533
While I agree that it can make checking a broken totem location a little bit quicker when there are multiple broken totems on the map particularly in multifloor situations, do you disagree that a lesser nerf to the amount of slowdown would be a better change from the PTB than a lesser nerf of the aura?
A slight increase to the penalty percentage would be okay, but I don't think it would really fix why I think the aura range is too lenient. I also don't think the percentage for 1 totem should be as high as it was before because 30% for 1 totem was really strong and you also get the healing debuff on 1 totem now (which needed 2 totems before).
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They can. One time they killswitched a bugged Skull Merchant addon
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I think 16 meters is just too forgiving and makes it too easy to remove especially if there are multiple places it could be. Even if you're the one who broke the totems previously and know exactly where to look, you still need to check each one (ie. if the killer only puts up 1 Pentimento totem at a time, which is often the case), and having such a large aura radius makes that process faster and thus makes the perk weaker. I would have less of an issue with the aura if the range was reduced a little. But that on top of the fact that the actual effect of the perk was nerfed as well makes it a significant double nerf which just feels bad, not to mention it makes getting 5 rekindled totems nearly impossible when it was already extremely rare. I feel like they could make the aura range a little smaller while still achieving their goal of assisting solo players.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915288#Comment_3915288
I'm not sure if Babysitter applies it's own Haste effect or it just increases the strength of the base Haste effect in terms of how it works technically.
Either way, it should be changed to match it's current behaviour if the upcoming changes will result in it being nerfed at all.
Babysitter is a separate effect, it got indirectly nerfed because of the stacking change and I agree it needs a buff to make up for it.
They changed NOLB on the PTB to increase the default effect instead of applying a separate one (so it effectively still stacked), but Babysitter received no changes
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915090#Comment_3915090
The timer does matter! That‘s what the addon says (on the wiki).
- Causes them to suffer from the oblivious Status Effect until the mark is removed.
If survivors stay marked, it would make them oblivious for longer and keep them oblivious even after they mended for a short period of time.
Your mark is removed as soon as you mend. The timer is not an extension of the mark, it is only an extension of the Enraged Mode once no one is marked anymore.
When you finish mending you can also immediately see the "Mark Removed" score event on survivor.
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@Atom7k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915063#Comment_3915063
Thats interesting, because I dont have any xD
For this PTB the auric cells weren't automatically given out, you had to go into the news/messages section and from there you could claim them. I believe it's 12500 cells, but obviously they don't transfer back to Live
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3914671#Comment_3914671
Maybe it’s normal. I don‘t know.
- „there is no need for a timer“ He has an addon that makes survivors oblivous with the mark. It disappearing obviously affects that addon very much.
- That‘s sad if true. He should definitely slide at his third leap.
That Oblivious addon only has an effect while they're marked and haven't mended. As soon as they mend it goes away, the countdown timer doesn't matter for that addon at all, it does not work during the countdown.
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Great examples! Thanks for sharing.
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For killer, a perk that's the opposite of Vigil that makes negative status effects last longer under certain conditions. It could be tied to the terror radius or maybe a scourge hook effect. It would potentially also have a way of inflicting a debuff itself so it does something when used alone, but ideally you would use it with other perks/addons.
For survivor, a perk that you charge up by doing a gen (like Blast Mine) and it lets you leave a tape recorder somewhere that plays fake audio of your survivor to trick the killer (like breathing sounds or injured sounds depending on your health state). Kinda like Mirrored Illusion but with audio instead, and you can leave it anywhere on the map. It would last for a set duration or until the killer steps on it to destroy it.
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Haste stacking being removed is better for game health in the long run, however, Babysitter 100% should be given a buff to make up for it. Since it triggers at the same time as a basekit mechanic, it basically always relies on stacking by definition and it shouldn't be indirectly nerfed by these changes. Speed stacking is and has been an issue with some other things in the game, but it wasn't an issue with this perk specifically and it could use some love.
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Agree with this, and I'd actually buff the duration to 8 seconds as well. 6 feels just a little too short a lot of the time.
