sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Comments
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It's a perk sometimes I'll just throw on last second for fun. I don't run it super often
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COH is still too strong lol. Shadow Step can do some cool stuff but it isn't stronger than infinite selfcare at high speed
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@Vyne456 said:
https://forum.deadbydaylight.com/en/discussion/comment/2886483#Comment_2886483
Are they reworking Ghostface in the next patch?
Not really a "rework" but he is getting buffed; his mark is going up to 60 seconds (from 45) and you can't reveal him at all anymore if you are marked. Also an addon pass.
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The answer I put is that the only thing I want is to be able to load into a custom match by myself. I don’t really have any interest in a full-blown new game mode.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2885890#Comment_2885890
So a perk that requires a hook and you kicking a gen, which gives any survivor that was working on it a free lead, and doesn't do anything if the gen gets done in your face or there's one that's 5% progressed, needed its window of use reduced by 15 seconds? Those things don't make the perk fair, they make it weak. 25% of a gen gets undone in no time at all. So DS can still be used offensively, makes it to where a survivor gets out for free in endgame, and lasts 60 seconds, and that's all fine because of the assumption that we're getting a base regression buff in the future?
I think you're underestimating the value of those 15 extra seconds. Pop is still a good perk and isn’t weak.
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After this upcoming midchapter they should stop giving any more of the older killers unique chase themes. The original themes are good and I don’t want them to disappear entirely. Just keep making unique ones for new killers imo
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I disagree that freddy and deathslinger were fine, but they were both nerfed more heavily than they needed to be.
Slinger just needed the quickscoping removed, his terror radius was fine.
Freddy just needed the slowdown addons changed but now those addons are completely useless and I don’t think his movement speed penalty while placing a snare was necessary. Basically freddy went from being boring and overpowered to being boring and underpowered.
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@danielmaster87 said:
I still argue that it should be 60 seconds because DS is still 60 seconds. If Pop's measly 60 seconds is too OP, then what do people think about Make Your Choice? Is that perk also OP? Why not? It grants instadowns, which are OP, as opposed to simple gen regression.
I don’t see how DS and pop are in any way related other than that they both have to do with hooks. DS was unfair at the time pop was nerfed to 45, but not anymore - it was just nerfed in a different way, and simply reducing its duration wouldn’t have solved the problems it had.
I would argue MYC is op on nurse. On any other killer, no, it is fine.
@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2883766#Comment_2883766
Why should killers have to use their perks with urgency when even the strongest survivor perks never demand urgency? I think the nerf was a poorly thought-out and awful idea. Why force killers to run gen defence perks and then nerf the best ones? It's creating this killer meta that is "Let's use the next best thing because we have to." as opposed to something that gives them an actual advantage.
It’s not that killer perks in general need to have a sense of urgency, it’s that this perk in particular is strong enough to warrant such a limitation. The main drawback of Pop is that you need to go out of your way to kick a gen yourself within a limited amount of time, which might end up costing you chase pressure/allow a survivor to gain more distance than they would have otherwise, and imo that is what makes the perk fair. Gen regression perks don’t really need to be made any stronger than they already are.
What SHOULD happen is basekit regression should be made a bit more worthwhile and the early game should be revisited, so that killers are not as dependent on slowdown perks in the first place.
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The sounds during corrupt purge should be vastly reduced. I wouldn’t change anything else about her though.
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It would be good for practicing new killers and perks and such. They have absolutely no place in public matches though.
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I think that punishes short bursts too much, but is too forgiving for longer phases.
I'd honestly rather they just remove the recovery modifier from the duration addons and then buff the duration addons to make up for it, or rework the recovery addons into something else so that it doesn't matter anymore.
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I agree with expanding it to affect chests, but that's it. Unhook chances don't really need to be any higher. I do think Up the Ante could get a buff though (imo, just make it a constant 9% increase as long as the perk owner is still alive, regardless of how many other survivors are left).
@GoshJosh said:
Agreed, luck needs buffing. I didn’t even realize they took away its effect on bear traps. That literally only leaves a smaller self-unhooking chance, which is very risky. Definitely needs to affect the chances of a rarer item in chests at the very least. I also don’t mind your other ideas, except an even higher unhooking chance.
Random self-unhooks can completely turn a game around. I’ll never forget when it happened to me... (I was the killer, worked very hard to get them all slugged and then boom. One self-unhook literally turned a 4k into a 0k.)
Yeah it doesn't affect traps anymore and they also changed/repurposed all the addons that made bear trap escape less likely, so there's nothing that can decrease your chances either (the last of these addons were changed in 5.3.0 when they buffed trapper).
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I think he just needs a couple smaller tweaks. I also don’t think he’s the worst killer in the game either, even if he’s not super high up.
- Tier 1 movement speed is 4.3m/s. Lunge penalty reduced or removed.
- Getting from tier 1 to 2 only requires half the amount of stalk it did before.
- Going from tier 2 to tier 3 can be triggered through active ability button after stalking enough, rather than needing to 99 stalk.
- Nerf tombstone piece.
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Should not only count as kills for archive challenges, but should award all remaining hook stages as well.
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This happened to me last night, one of my friends turned off a TV before coming to unhook and then she teleported to it 5 seconds later. We were so confused.
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I like her, but most players seem to find her extremely boring.
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They shouldn’t have announced it so early. Maybe they had to because of their contract or whatever, but either way it didn’t really help when the chapter finally came out.
I think part of it also comes from her lack of chase potential though. A lot more people would play her if she wasn’t so weak in chase.
Was she a flop? Borderline I’d say.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2885315#Comment_2885315
wait what???
You can tell I haven't played killer for a bit over a year, and I used to main spirit with stridor lmao
They made sound modifiers multiplicative instead of additive. So since IW is a 100% reduction, it forces it to stay at 0% no matter what, since (in stridor’s case), an extra 50% of 0% is still 0%. So stridor is basically worthless now.
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@MissBehavingX said:
I dont understand the refusal to use Stridor to counter IW
They changed it like a year ago. Stridor doesn’t work against IW anymore
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They just need to nerf IW. She absolutely does NOT need basekit killer instinct, and DCB is a terribly-designed addon.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2884997#Comment_2884997
It's a mouth biting down on something to stay quiet
Ok that's what I thought but I was second-guessing myself
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Sanctum of Wrath is fine. I don't like the other 3 maps at all though.
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Looks good
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2884083#Comment_2884083
Monitor took me a while as well. But the one I'll never forget is Iron Will, which looked like an alien to me.
Ngl I'm still not 100% sure what IW is meant to be.
I also thought brine was a bamboo stick or something.
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I already complain about both. They don't need big changes, just some smaller nerfs (for blight it's only his addons).
Nurse is just more popular lately because nobody could play her for so long.
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Cleansing all 5 totems ahead of time has never been a good strategy anyways, and it especially isn’t now as survivors don’t necessarily want all the totems cleansed either as they’re a limited resource for them now as well as the killer. It is typically far more effective to remember where they are and check later. The only downside is if the killer gets a hook near the hex and camps it then you can’t do much.
If you do take the “cleanse all the totems” route anyways, then yeah, the killer having slowdowns will make you less likely to be able to do that and get all the gens done. But tbh I see noed more often on newer killers who don’t typically have a lot of those perks, than I do on more experienced killers who have multiple slowdowns.
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Nemesis, and I don’t really hate Nemesis himself, I just really dislike his zombies.
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Pinhead adds an additional objective to the match that separates solos and SWFs even further apart than normal. For solos, the box can be hard to coordinate and a lot of players don't know how to prevent chains from interrupting them solving it during a chain hunt which is a dumb mechanic.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/317415/what-is-your-way-of-dealing-with-sabo-squads
It depends what you mean by a sabo squad.
1-2 people running sabos? Wait for them to approach, drop and attack the person saboing. At worst, you'll come out even generally. It can be annoying, but it's not too bad.
A full team built around using sabos and other complimentary perks to basically take a game hostage and stall things out to try and make you DC? Yeah, those are annoying and on some killers, there really isn't much you can do unless you can finagle someone into basement.
https://forum.deadbydaylight.com/en/discussion/comment/2884034#Comment_2884034
It depends how they are doing it? A few sabos? No issue. A stall squad abusing it? You bleed.
https://forum.deadbydaylight.com/en/discussion/comment/2884033#Comment_2884033
I had a game a few months ago that still haunts me. Premade from Russia, all of them TTVs. They came with DH, Sabo, Exponential, Breakout, Unbreakable, an Eyrie offering and multiple further hook offerings plus a bunch of other stuff and simply refused to do the last gen - instead basically being unhookable and damned near impossible to slug. The game lasted forever, and eventually I just went AFK.
I was on Wraith, and I had STBFL. It didn't matter, because I simply couldn't get people to hooks or keep them slugged.
I assume they brought eyrie just so they could keep booning the upstairs totem, too? Yeah there's not much you can do against that.
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Fortunately the last time I went against one I had STBFL so it was really easy to deal with them since they couldn't sabo before I could hit them again.
But yeah, normally I just start slugging if I feel like I have to.
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Every once in a while, yeah. But I don't usually tunnel before 1-2 gens as long as you don't give me a good reason to, and if you do then I won't feel bad.
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I mean yeah.
They both should be nerfed.
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Disabling map offerings doesn't fix the core issue of why they're a problem which is that a lot of maps are not balanced. If maps were balanced then the offerings wouldn't be a problem.
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@kaskader said:
@sizzlingmario4 When you play fast killers yea, problem occurs when you play slow killer like huntress trickster etc. Change to 60 seconds would only help weaker killers and it wouldn't change anything for the better ones.
It would help the weaker killers, yes, but that doesn't mean it wouldn't also help the killers that are good at using it even more than it already does. The nerf was specifically designed to make it more urgent to use it, and that urgency aspect is what makes it balanced. It really doesn't need a buff, especially now that stacking it with PR for 40% gen regression per hook is a thing.
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Wdym, I heard Palletland is a fun map where the killer spawns next to 100 pre-dropped pallets, and they have to break them all before they can do anything.
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For that you'll want to post over here in bug reports: https://forum.deadbydaylight.com/en/categories/bugs
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Not at all. If anything it needs a buff.
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The prove thyself change doesn’t work because Guardian exists already. I don’t disagree with changing it though.
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PGTW is fine as it is.
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This is something I noticed too, I hope it gets fixed at some point.
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@[Deleted User] said:
Funnily enough, autodidact was substantially better in the ptb for it. Bhvr panic nerfed it and now it’s a supreme meme. Revert the nerf and see how it goes, I say.
How did it work in its PTB?
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It wouldn’t work if a swf could just force end whatever match they wanted. It would only be a good idea if, for example, a survivor is afk and the other 3 survivors + the killer all agree to end the game. There’s pretty much no way to prevent misuse of it without making it never happen unless the killer allows it to.
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Fwiw, the validation is definitely still there. I have gotten fake screams on DH and pallets. It doesn’t happen nearly as often though and on the survivor side I have seen a few hits that looked like they shouldn’t have connected, but idk.
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As someone who runs this perk often, I agree it needs a slightly (but only slightly) higher chance of skill checks. It is not very common to even get past 2 or 3 tokens in most matches.
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Survivor:
Fixated, Botany, Stakeout, Parental Guidance
Empathic Connection, Autodidact, BT, WGLF
Counterforce, FTP, Overcome, BT
DS, FTP, Deliverance, Vigil (if killers use deli as a DS tracker they’ll eat the DS because they’ll pick up too soon)
Resilience, Selfcare, Botany, Desperate Measures (if everyone is injured you selfcare at nearly normal healing speed!)
DH, BL, Shadow Step, Dark Theory (this is pretty much the only time I ever run dead hard)
Killer:
Plague - Plaything, Thana, Thrill of the Hunt, Pentimento
Myers - Fire Up, Bamboozle, Corrupt, Brutal
Vanity Mirror Myers: vanity mirror + dead rabbit; Lerys offering; Monitor, Surge, Devour Hope, Undying
Wraith - double shadow dance; Pop, Call of Brine, Eruption, and either Oppression, Dragon’s Grip, or Overcharge (this one isn’t really as off-meta but still different)
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Being able to DC to deny hook-related perks is complete BS, regardless of the situation.
Any time a survivor DCs it should treat that survivor as being hooked, whether that means any scourge hook will trigger, BBQ, grim embrace, etc.
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@jamally093 said:
https://forum.deadbydaylight.com/en/discussion/comment/2882598#Comment_2882598
The Scourge hook that blows up the gen.
I see.
Yeah, that might actually be a decent buff to technician, as long as it doesn’t prevent the regression. It REALLY needs to lose the additional regression penalty after a failed skillcheck though.
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What perks did the killer have?
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Artist is fun, I wish more people played her.
Twins are an abomination and should be forgotten.
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Honestly I don’t care too much as long as it’s a decent killer with an interesting power. I’m always excited for new content no matter what it is.