sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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The baseline gen time of 80 seconds is not the issue.
Basekit regression needs to be made a bit more worthwhile, and toolboxes/perks which speed up generators need to be toned down. Corrupt also feels like way more of a necessity than it should.
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@WeenieDog said:
One thing I will say, is that I find less and less people running DS.
I haven’t been using it because it’s bugged with the new wiggle. Sometimes it just doesn’t work.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2894108#Comment_2894108
Huh. What's wrong with Hag?
I love playing her (some terrible addons aside) and I enjoy facing her.
Hag: Being able to trap hooks/basement and effectively camp from afar (especially w/ basement as you either try to crouch out and she just walks back, or you trigger the trap, so it’s a lose-lose if you don’t happen to have a flashlight). Mint Rag has no real counterplay without a flashlight that doesn’t involve intentionally setting off traps when it’s not necessarily advantageous to. She isn’t encouraged to chase much which is the most fun part of the game.
Twins: Also being able to camp from afar as well as highly incentivizing slugging. Their cooldowns are also terrible from the killer perspective, and mistakes can be very punishing. Certain perks hurt them a lot as well as victor’s inability to deal with boons.
Trickster: Literally just huntress but worse in every way, both to play and to play against. Has a weak power that can’t be buffed much without making it op.
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Hag, Twins, and Trickster.
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I like that. It makes it so it’s not always completely worthless if you get chased first.
I tried for a while to make this perk work and took it off because it just wasn’t impactful. It went to waste far too often.
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- Unbalanced maps, or getting a map that sucks specifically for the killer I'm playing
- COH, DH, SB, and the rest of the stale meta, although I understand BT and DS more
- Feeling forced to run multiple slowdowns to win against better survivors/can't have as much build variety as killer without losing a lot of the time. Corrupt also feels like it’s a necessity to not lose 2-3 gens quickly
- If the survivors are much better than me and I'm playing an m1 killer who doesn't have antiloop
- Toxicity
- The occasional squad who just hides all the time and doesn't engage in chase. Most boring part of the game
- Playing Hag (I hate her and I don't play her lmao)
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No because it’s not how I’d like to be treated as a survivor.
I’m sure I could win more often by tunneling and camping but I don’t because I don’t find that kind of gameplay interesting. Now sure I might try to get someone out if I’m about to lose but I don’t go into a match saying “I’m going to tunnel the first survivor I hook regardless of how many gens are left”.
Now having said that there are obviously those games where you feel forced to tunnel to even have a chance and that’s one thing, or if the survivors sent you to a bad map then I get it, but no, I don’t play killer with the sole purpose of getting enjoyment out of tunneling, if that makes sense. I’m also not going to deny boons and toolboxes are still an issue.
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While it would be cool for accessibility issues, it would also be a major problem if a large group of players just took advantage of it to ban nurse and blight just because they’re tired of them.
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I agree it’s plague. She has a bit of everything and certainly has the tools to win. She really doesn’t have any bad addons except for that new yellow one that removes fountains, never felt like that was worth using at all.
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@steveharrington said:
It really depends on what killer you want to play.
But this updated build list, that is linked to random build generator (google "SRBG DBD" for more details), is pretty accurate in my opinion:
I hate Ruin (and other hex perks because of RNG) and I also don't really like regressing generators manually, so I am pretty happy with this one haha
Otherwise, you can just play the basic build that is decent for all killers: Corrupt + BBQ + No Way Out + ( Pop or NOED or S:PR) :)
That bubba build in the picture is exactly what I’ve been using on him for months now. Absolutely love plaything on him
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The fatigue is 100% still necessary even with her nerfs. It’s not outdated at all.
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Survivor main here.
- Yep, that sounds about right as far as how common camping is.
- Wait it’s raining on midwich? I didn’t notice that.
- It depends on the time of day. In the US survivor queues are much faster during the day. If you play at night you have to wait a bit.
- Yep, survivor ranking is a lot more out of your control than it is on killer, generally speaking.
- Yep, survivor BP gain sucks and is part of why I run BBQ so often on killer because at least that way I can kinda make up for not getting much from survivor games on a given day. I also use WGLF a lot ofc, but that’s not going to give you nearly as many extra points usually.
- It’s about time for a Survivor items and addons pass.
- Yep, m1 killers are always going to be weaker than antiloop killers. The difference in strength between the weakest killers and the strongest killers is an issue imo.
- Sometimes I get jealous when Ruin is up longer than 1 or 2 minutes and think like “if this was me playing killer it would’ve been found instantly”. Lol.
- Kind of. It doesn’t really matter how good you are a lot of the time; you’re still going to lose if your teammates don’t do well.
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@Chadku said:
It's a great addon for busting pallets & walls, can locate survivors and does Enduring work on the 1,5s?
The range of 16m is kinda massive and should've been on the aura addon and the 8m on 33.
Compound 21 was also 16m originally, it was nerfed a long time ago.
@GannTM said:
Doesn’t it also slow survivors down? Yeah this add on is nuts.
Yes they get 3% hindered and you break pallets with a 1.5s stun
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Autodidact, Empathic Connection, WGLF, BT.
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It most definitely needs a nerf.
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There are ways to address camping and tunneling but that isn't it.
If for example I down someone on one side of the map, and the other 3 survivors are on the other side of the map, then one of them is going to have to run across the entire map to save their teammate. Even though I'm not camping, that's a lot of extra time wasted which is good for me as a killer.
With your idea, the survivor may end up on the other side of the map and get rescued instantly.
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@Mandy said:
Ok I've changed the status on this bug report, yes it should be 2s. The OP was correct. Sorry for any confusion caused.
Thanks for getting it sorted out!
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@ReverseVelocity said:
https://forum.deadbydaylight.com/en/discussion/comment/2893138#Comment_2893138
While we're on the topic of Leatherface, do you think you could take a look into the speed penalties applied by Carburetor Tuning Guide and Depth Gauge Rake? Running these addons makes your Chainsaw slower than survivor speed for a while, I don't think it should be that severe.
There is already an acknowledged report on the tuning guide here.
@ays12151 said:
Hello, I'm Bubba Main. I would like to introduce next Bubba bug on my list.
Carburetor Tunning Guide is bugged since TWINS DLC. What I mean? With this addon your Chainsaw Sweep movement speed is tremendously decreased during half Chainsaw Sweep. Cannibal is slower than Survivor during first 2.50 seconds (First Charge), then movement speed is almost the same like Survivor (Second Charge), then Cannibal gain I don't know maybe 125% movement speed (Third, last Charge).
This addon was actually fun before his bugged version, but now it's garbage.
PC
But yes depth gauge rake has the same problem iirc. The speed penalties are supposed to be 2% but in reality it's way more than that.
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Until they fix this (again), if you get this bug again, use the following as a workaround:
You can tell in advance the bug has occurred because after you break the pallet you'll have the tantrum icon in the lower left corner (instead of the regular chainsaw icon). When you see this, rev up your chainsaw fully; this will force a tantrum and then reset your chainsaw back to working order.
In your case you started doing this but then stopped to pull feng out of the locker; this bugs it out and locks it.
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4 scourge hooks is fine, they just need to fix the distribution of them. There should not be 4 scourge hooks on one side of the map and none on the other side.
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Now that the purple addon lost its unique effect of working on healthy survivors there's no reason to even have 2 hemorrhage addons anymore imo. Leave the yellow one as it is and rework the purple one into something else.
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Imo there is no way to really fix stridor without reworking it/giving it a new effect.
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It absolutely should remove the great skill check zones. This way it at least does something even if survivors aren't missing skill checks.
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Cannibal’s cooldowns should be the following:
Successful attack cooldown: 2 seconds
Missed attack cooldown: 1.5 seconds, plus 1 additional second for every consumed charge, up to 4.5 seconds
Base tantrum duration: 5 seconds, plus 1 additional second for every consumed charge, up to 8 seconds
I also looked in patch notes since his rework and did not find any mention about his successful attack cooldown being changed. If it’s an intended change then I understand but please include these kinds of things in patchnotes. Undocumented changes which affect gameplay are very frustrating for players and leads to situations like these where players think it’s a bug.
If it is actually a bug, then hopefully this along with the video posted above will help. Thank you in advance for looking into it.
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While I get the idea idk if that’s actually better since you would no longer be able to use it by healing 1 person and then just having them heal you starting from 50% (without hemorrhage).
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He just needs his 24m terror radius back and that's it. If he needs a lullaby to counter M&A fine but just make that 24 meters as well. A 45 meter lullaby would be horrible for him.
Everything else that was done to him were good changes and they don't need to be reverted.
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That doesn’t really fix it against spirit which is the most important thing really. You just hold it until she’s phasing and then you use it.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2890557#Comment_2890557
It's no less cheap than any perks your opponents use. At least with NoEd, you're stuck playing with three perks the whole match and are at risk of it never activating. And for the most part, you can tell when a bad killer is going to have it since they're bad and you should have plenty of time cleaning totems.
While it's true you are playing most of the match w/ 3 perks that doesn't really make it any more fair imo. Cleansing all 5 totems is a huge waste of time against any killer that isn't running the perk, and boons and pentimento exist now which encourage you not to.
I don't necessarily want to see it nerfed, I just want it to be reworked.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2890557#Comment_2890557
NWO is much cheaper than NOED, survivors have no way to counter it.
NWO isn't cheap at all; the killer has to earn most of its effect and it can be countered by waiting it out.
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@Warcrafter4 said:
This is just one of the many design issues with Boons that should have been caught before release as this isn't a hard issue to find during theory-crafting the perk type let alone play-testing them.
Boons need a rework to make them both more fair and allow them to be stronger as a lot of the Boons are weak due to how unfair they'd be if they were stronger with the current Boon mechanics.
For example: If Boons could be permanently removed the devs could buff all weak Boons into being worth bringing as they'd actually would have an inherent downside to them.
As having a meaningful inherent downside to the mechanic allows for stronger effects without breaking the game like Circle of Healing has.
This is pretty much exactly what I've been saying. Their broken base mechanics limit how good the individual perks can be without being busted, so most of them are either broken (COH) or too niche to be worth using (exponential and DT to a lesser extent).
And the longer they wait to make changes to the base mechanics of boons the more work that will have to be done later buffing boon perks to make up for those changes.
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@Travis_Bateman said:
https://forum.deadbydaylight.com/en/discussion/comment/2888554#Comment_2888554
Ok,you say that's his addons are not fine because they are good,the only counter to pre dropping (######### and boring way of playing that nobody talks about) is his compound 33,and iri tag requires skill to use and its not very easy to get results from,and alch ring requires you to actually land a sucessful hit,and his speed addons are actually justified because of how large some maps are
You don't need speed addons to cross a large map as blight in a matter of seconds. Sure they let you do it faster but he's still very high mobility even without them.
Also iri tag doesn't need to be nerfed
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@humanbeing1704 said:
I'm seeing this used more lately
Wonder Why people weren't using it when no way out was buffed back then
I just don't use noed because I think it's cheap. I use NWO a lot though.
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You don't do anything lol. Boons having unlimited verticality isn't fair at all.
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Yes but only by a very small amount. It definitely needs the buff, but it would not take much for this perk to get out of hand.
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@CheeseAnton said:
https://forum.deadbydaylight.com/en/discussion/comment/2890277#Comment_2890277
Couldn't agree with you more, I just have no faith it would actually be implemented in basekit.
Although if that did happen, how about they also see the perks progress as well (i.e. stacks of autodidact, when Any Means Necessary is ready, how much gen progress needed to get flashbang, etc.).
I wouldn’t be against it although I don’t think that part of it would be a very useful effect.
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At the very least the additional regression penalty needs to be removed. If the perk is designed for new players, then there is absolutely zero justification for making it punish them more than if they weren’t using it, when they are the ones who are most likely to miss skill checks anyway.
In reality though it needs a much more substantial buff than just that.
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@Slaughterhouse3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2890286#Comment_2890286
I agree with that part. But I do think it is a bug lol
It’s not a bug, it’s been confirmed as intended.
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Boons: Sure but all the other boons besides COH would need significant buffs. But tbh that’s probably what needs to happen to fix them, whether it be breaking totems or something else.
Deathslinger: The slowdown is fine. Speeding up the reload I could get behind, if they’re not going to revert his TR.
Clown: I really don’t know what this guy needs tbh. His “rework” didn’t do much for him and simply buffing reload isn’t suddenly gonna make him good.
Trapper: No, but traps shouldn’t spawn so close to the edges of the map/should be less of a chore to collect. Traps should also inflict deep wound basekit imo and the time to rescue another survivor from a trap should be increased.
Map weather: Might be a cool side effect but there’s far more important issues I’d rather see addressed first.
Oppression: Just needs a shorter cooldown, that’s all.
Pentimento is fine.
Third seal needs a buff but not that. Making permanent blindness that isn’t a hex would immediately outclass almost anything else in the game that inflicts it.
Thrill of the hunt: Imo it should just not have tokens/always have the current effect of 5 tokens. It being a hex but also getting weaker while it’s active is redundant imo.
No mither: While I get the idea, adding BP gain isn’t a good idea because it will encourage more people to run it who probably shouldn’t be using it. A survivor with no mither can easily become a weak link and be the downfall of the entire team.
Solidarity is fine. 100% conversion rate would be legitimately busted.
Left behind: Needs a complete rework imo. It’s a selfish perk that encourages you to play for hatch and not help your team. It’s just bad design.
Thana is fine as is.
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It’s absolutely unnecessary that it affects survivor’s recovery while crawling.
Other than that it seems fine and is a welcome change.
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Survivors seeing each others' perks shouldn't be tied to a perk; it should be a basekit feature.
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@randonly said:
Other perks that will be weakened by the hemorrhage buff that hurts a lot more SoloQ (because sef benefits from co-op healing and knows how to keep up to date on the killer's position):
- solidarity + resurgence (together or alone)
- pharmarcy + Built to Last (together in a niche meme build - 2 spaces slot), once the time you stay in the locker with the green med kit to taking advantage of a few ticks from the previous use, it will make you lose the healing gained while in the locker (recover item deplety ir more than 10 seconds) to recover 99 % of the med kit that will be useless, because 99% of the green or bronze with 0 heal bar doesn't give a full heal.
Partial progress from solidarity and resurgence should be made immune to hemorrhage.
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The reagents are worthless. Replace them with something worth using or get rid of them.
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I'd be fine with tinkerer having a cooldown on activations on the same gen, but limiting it to once per gen is too much. The perk only really shines with ruin/undying or other slowdowns and by itself it's honestly not even that good.
Technician does need a buff, but suppressing perks like tinkerer isn't the way to go.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2889332#Comment_2889332
I disagree with this idea that you could "place a boon improperly". What does that even mean? It's just like how Hillbilly and Spirit players allegedly used their powers "wrong" by simply using them often, and for that sole reason they deserved to be nerfed.
Placing COH improperly would be for example placing it in the killer's 3 gen or 8 meters away from the killer.
I disagree that the nerf really does anything to this; players were already punished for doing this even with the original version of the perk and the nerf is not going to be sufficient at all imo.
@ Topic: Yes the COH nerf is necessary and it still hasn't been nerfed enough, even with the hemorrhage buff.
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@FrostyEyesSusie said:
https://forum.deadbydaylight.com/en/discussion/comment/2888554#Comment_2888554
What's your win-rate with Nurse?
If win = 3k or 4k, then 58% apparently (and yes that is an exact number, I’ve been keeping track). I’m not that good at her though.
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NOED and insidious are unhealthy. PR + DMS combo might be an issue too, as well as PR + Pop together (though I’m not sure of the best way to address these as they’re only an issue when combined imo and are fine on their own). Tinkerer should maybe have a cooldown on activating on the same gen (but it shouldn’t just straight up be limited to once per gen imo).
DH, SB, maybe overcome as far as exhaustion perks go. Then it’d be boons in general, and spine chill hard countering myers and ghostface. IW survivors should still have breathing sounds (imo, taking the lazy route of simply reducing the number below 100% would just destroy the perk).
But the top 3 are def, DH, COH, and NOED for me.
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Artist doesn’t need any basekit changes. A few addons could use some work, but overall she’s in a good spot.
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They have been bugged for a while now. And tbh they’re overtuned anyways
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Eh, nurse isn't really fine. She doesn't need a full-blown rework but she needs some small adjustments.
Blight's basekit is fine. His addons aren't.
Spirit's basekit is fine, MDR needs a nerf and DCB needs a rework.
Also in what world are you only going against blight once every 20 matches?
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You could literally buff it to hide blood and it'd still be absolutely terrible.