sizzlingmario4
sizzlingmario4
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@Deadeye said:
https://forum.deadbydaylight.com/en/discussion/comment/2871635#Comment_2871635
Z Block is already a weak addon, is this even used according to your stats? Why does it need a nerf? I think it is totally fine if it keeps the bleeding effect for tracking purposes. Then it is at least a bit valuable to run. I mean, even with new hemorrhage and additional bleeding on healthy survivors I would not aim for it in the bloodwebs
Honestly Z-block should just be reworked into something else. It was okay having 2 hemorrhage addons before because one of them was unique in that it worked on healthy survivors, but it doesn't really make sense now if they're going to remove that effect. Or keep it like you said.
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Didn't know that. I did know that you can't place a crow within 2 meters of the gate switch though.
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Run No One Left Behind, Desperate Measures, Resilience, and Spine Chill. Have a teammate with Leader, and additionally be the Killer's Obsession while they have Dying Light. Everyone also needs to be injured, dying, or hooked, for DM to be at full power, and the exit gates need to be open for NOLB to work.
Unhooking at base takes 1 second as it's a 1-charge action; a survivor's default unhook speed is 1c/s.
DM at full power: +56%
NOLB while active: +50%
Killer has Dying Light: +33%
A teammates has Leader: +25%
Resilience: +9%
Spine Chill: +6%
Total bonuses: +179%
Convert to 1.79 and add to the default speed of 1, for an unhooking speed of 2.79c/s.
Therefore, assuming I didn't miss anything, 1 / 2.79 = 0.36 seconds is the fastest possible unhook.
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Sloppy butcher is fine only working on basic attacks, it’s already effectively getting a buff next midchapter due to the upcoming hemorrhage rework.
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Detective’s Hunch being 64 meters is lowkey ridiculous and probably just isn’t “op” from a stats standpoint because it’s not as valuable if the killer isn’t running hex perks. It should be somewhere between 40-48m imo.
Nurse blink attacks shouldn’t be basic attacks.
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Normally it would be today, but bhvr has said it will not be happening this week.
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@Yatol said:
https://forum.deadbydaylight.com/en/discussion/comment/2873376#Comment_2873376
well the lack of scratch marks might be an issue on some maps, its better to go after the pinged survivors instead.
They would only have killer instinct if they finished mending already. You can intentionally delay mending to avoid being revealed.
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Iri head is fine now that you can’t have 3 hatchets anymore.
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Imo it should only be consumed if you actually surpass the normal distance for a lunge and not force you to use quick attacks to conserve it.
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You basically are guaranteed to get it if you get 4 since there shouldn’t be anything stopping you from just hitting the 4th survivor twice in a row, right?
At that point you’d be 6m/s so you’d be running at the same speed as them for 2 seconds after you hit them and then you’d catch up quickly.
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Artist is fine the way she is.
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For killer it's BBQ or corrupt, survivor I don't really have one. I used to use kindred all the time but eventually I took it off because it was restricting what builds I could do/what else I could use together and I felt that I needed to learn how to play without it.
It's not so much that I never play without those perks; I do play without them sometimes, but they're easily my most used.
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Tiers 2 and 3 both give him regular killer speed, 4.6m/s. You slow down for at least a brief moment when entering tier 3 since your movement speed is reduced while stalking, but nothing beyond that.
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The devs have stated before that they don't want it to be that way because they want you to immediately be able to use perks like Resilience with it from the start of the match.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2872427#Comment_2872427
Ok then.... Kinda was confusing to say the least
Ah, I see where you got confused now, my bad. I meant that the problem with gift of pain was that it was too easy to counter by 99ing. The hemorrhage rework fixes that which is good.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/2872416#Comment_2872416
I don't see the issue with losing progress... either heal or don't
Yea it takes "techs" away but Survivors will find something to do about that... especially with COH being a thing
Never said it was an issue. I think this is a good change.
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@RaSavage42 said:
Yea... it's safe to say that Sloppy Butcher is going to be used more often now
Sloppy butcher and addons which inflicted both hemorrhage and mangled are a lot better now. Like blind warrior on wraith was already decent just for the healing slowdown, but now it has two useful effects instead of just one. Same with begrimed head.
This also makes gift of pain quite a bit better too as the main issue it had was being able to heal to 99% if you had a medkit (like you would with resilience), then doing gens without the debuff until the killer showed up. Now you won't be able to do that anymore.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2872190#Comment_2872190
There's a giveaway?
See the following:
@Peanits said:
https://us.v-cdn.net/6030815/uploads/54MHIC4ZV6XL/dbd-0322-spring-cleaning-1920x1080-02b.png
Spring is in season and we’re looking to shake things up a bit! To thank everyone coming by for our Matchmaking Tests, we’re kicking off some spring cleaning fun!
Duration: March 28th 2PM ET - April 7th 2PM ET
If you already have the game open, you may need to restart for these changes to take effect!
During this period, enjoy these bonuses:
Boosted 1st Match of the Day XP Bonus
Stock up on Iridescent Shards with increased 1st Match of the Day bonuses! During the event period, earn 1,000XP from your first match instead of 300XP.
There’s a separate bonus for each role, so be sure to play both sides to get the most out of it.
Doubled Daily Ritual Bloodpoints
During the event period, all newly acquired Daily Rituals will award double the Bloodpoints!
Note: The old value may be shown once a new ritual is received, but will correctly award double the bloodpoints and update the next time the rituals are shown.
Character Sales
Enjoy 20% off Auric Cell costs (400 AC each) for the below Characters:
- Blight
- Legion
- Plague
- Kate
- Elodie
- Adam
- Zarina
Daily Login Gifts
Log in each day for Bloodpoints and cosmetics! All times are in Eastern starting at 2PM and ending at 2PM on the respectful days.
- March 28th - 29th: Jake (Body) - Loner’s Vest Jacket
- March 29th - 30th: 50,000 Bloodpoints
- March 30th - 31st: Nurse (Head) - Mourning Tears (Stifled)
- March 31st - April 1st: 50,000 Bloodpoints
- April 1st - 2nd: Jake (Head) - Loner’s Beanie
- April 2nd - 3rd: 50,000 Bloodpoints
- April 3rd - 4th: Jake (Pants) - Loner’s Work Slacks
- April 4th - 5th: 50,000 Bloodpoints
- April 5th - 6th: 50,000 Bloodpoints
- April 6th - 7th: Nurse (Body) - A Widow’s Gown (Stifled)
Note: The Recluse (Jake) and Bad News (Nurse) outfits will be temporarily unavailable from the store while available as login gifts to prevent players from accidentally purchasing them while they are be given out for free.
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Yeah pretty sure it would affect resurgence as well as solidarity.
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I agree. The hitbox to snuff a totem should be bigger as well. Sometimes it takes longer to position yourself just right than it does to even snuff the totem.
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I just played my first survivor game of the day and it doesn't look like I got it either. I received 596 total.
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@DesignDad said:
I just finished writing our patch notes on this, what timing!
Sloppy Butcher is being changed to "Increases the rate at which healing progression is lost by 15/20/25%". Note that it's a % of a %, so instead of losing 7% per second, you'll lose 8.05/8.4/8.75% per second with these numbers.
As for the "Z" Block Add-on, it no longer causes survivors to bleed when healthy but still applies the new Hemorrhage as per normal.
As usual, these are the current values we're aiming for on the PTB, subject to change, etc.
I just realized, if Z-block no longer applies to healthy survivors, doesn't this mean it and Cat Block have the same effect? They both apply Hemorrhage for 60 seconds.
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I'm not super confident the ghostface changes are even going to do much, unless the addons are good. But we'll see. The legion changes seem a lot more interesting.
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Yeah it'll be great. The hemorrhage rework is simple but very well done imo.
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Definitely worth trying out.
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@DesignDad said:
I just finished writing our patch notes on this, what timing!
Sloppy Butcher is being changed to "Increases the rate at which healing progression is lost by 15/20/25%". Note that it's a % of a %, so instead of losing 7% per second, you'll lose 8.05/8.4/8.75% per second with these numbers.
As for the "Z" Block Add-on, it no longer causes survivors to bleed when healthy but still applies the new Hemorrhage as per normal.
As usual, these are the current values we're aiming for on the PTB, subject to change, etc.
Thanks so much for the reply!
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2871202#Comment_2871202
There's still some hexes that even with improved spawns wouldn't be worth running. But that's more an issue with the power level of those hexes. Like lullaby is generally pretty bad on anyone that isn't doctor. Third Seal is kinda bad due to blindness not really being a threatening status condition. Crowd Control is just a worse bamboozle.
Oh I agree. I was just having a discussion yesterday on how bamboozle is better than crowd control. All 3 of those hexes should get buffs.
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Nurse just needs a couple smaller changes and she is fine. She doesn’t need a complete rework.
Spirit needs MDR nerfed and DCB reworked and she’s fine.
Hag and Twins need full blown reworks imo. Horribly designed.
Pinhead I would give both a nerf and a buff: Chains don’t interrupt solving the lament configuration unless he summons the chain himself, and in return he no longer breaks his own chains.
I also think Nemesis’ zombies are an issue, but I’m not sure of the best way to fix them. It feels bad as the killer when they’re stuck in a corner or some other useless area and they don’t do anything, but they also feel very cheap to have to deal with as a survivor when they do work, whether that be getting pushed off a gen or going down in chase because of a zombie you didn’t know about. It just feels bad.
I think I mostly agree with the rest of your list.
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I’d delete coh and noed any day of my life. They both suck to go against
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The thing with boons is that even if they gut COH I’d still argue they are flawed in design and the only thing preventing them from being busted is the perks not being very strong which kinda puts a chokehold on the entire mechanic. As long as the general mechanics of boons remain exactly as they are they will not be successful imo.
Hex perks on the other hand are not really flawed in design at all, they only need some minor tweaks to spawn locations and locations in relation to survivors/preventing a totem from being gone in literally 20 seconds.
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@MissBehavingX said:
https://forum.deadbydaylight.com/en/discussion/comment/2870805#Comment_2870805
if survivors DC after starting the match they just DC the game doesnt end so that wouldnt apply, im talking about a killer deciding they dont wanna play the match anymore super early during the match, not halfway through it
Yeah the game doesn’t end if a survivor dcs but more often than not it’s enough to ruin the game anyways especially if it happens early on, so it’s not really any different than the killer dcing a lot of the time.
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He doesn't need to start with all of his traps. His traps just need to not spawn in a corner of the map forcing the trapper to take a 24 meters (or more) detour to pick them up.
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If a survivor dcs, then the killer should get their stuff back, but not their teammates, as that would be abusable by swfs.
If the killer dcs all the survivors should get their stuff back.
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I actually think thrill of the hunt is slightly better than it was before. But only slightly.
While the max slowdown went from 30% to 50%, because of the way it's calculated the max slowdown is actually more than double what it was before in terms of how much extra time it takes to do a totem (went from 20 seconds to 28), and it still serves two purposes, those being to slow cleansing and blessing. Thrill of the hunt can still have some value now even if it's your only remaining hex totem, vs. before it was pretty much worthless on its own.
Also, in a meta where survivors don't often cleanse dull totems and opt to bless them instead, this keeps thrill's tokens higher too because the only way to weaken it is cleansing totems. Boon totems still count towards its penalty stacks.
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Yeah it kinda did go quick now that I think about it.
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Don’t worry about it. You obviously weren’t cheating based off your video and they were very clearly running. Sounds like they just wanted to find an excuse for calling hacks and told their teammate they weren’t running.
I’ve been accused of cheating plenty of times especially after finding people randomly in lockers. One time I even had a TTV accuse me of streamsniping when they weren’t even live, lmao. So false cheating accusations are nothing new for me.
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I'd be okay with snuffing time being the same as rekindling and a kick regressing gens a tiny amount. The rest of those changes are unnecessary.
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They stack with other perks/items (eg. COH with a medkit or with botany knowledge, or exponential with unbreakable) but they don't stack with each other. So if you have 2 totems within 24 meters of each other, and both have COH, you don't get the effect twice.
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@Fukse said:
so, no official dev response about the state of projectiles? cool.
They have discussed it before and have tried changing it before but they ended up undoing the change. The following is an explanation from Peanits of BHVR:
TL;DR: There's nothing to fix. Latency exists and can't be eliminated entirely.
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That's definitely going faster than normal. Hope they fix it as that's a pretty serious bug.
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Honestly whenever I have to do that challenge I just put it on and forget about it. Eventually I'll get it by just playing normally.
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Usually I'll let the killer kill me; if they decide they don't want to then I'll do gens and/or depending on what kind of cheats my teammate has then I might try to bodyblock/help the killer catch them if at all possible.
Alternatively if I can tell it's a hacker before the game starts (eg. survivor with mori offering) then I just dc.
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Old Legion.
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@CashelP14 said:
I think if dead hard was removed then we'd need to have a look at the top killers. Nurse and Blight with his add-ons are very difficult to counter without dead hard. Dead hard is only really bad vs the lower to medium tier killers.
I don't think CoH needs removed but definitely given a bigger nerf than it got. Genuinely think it should have self care speeds.
No argument here.
Like, I hate to say it but as long as the general mechanics of boons remain as they are, I don't think COH will really ever be balanced without gutting it entirely. Sounds harsh, but I'd rather have a useless perk than a busted perk.
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Any perk involving blocking a window for the killer is a terrible idea. The game isn't designed in a way where something like that would work at all.
@Chocolate_Cosmos said:
https://forum.deadbydaylight.com/en/discussion/comment/2869822#Comment_2869822
Yea, you call fun making absolute nightmare for the other side to the point of bullying them. I call fun balanced game.
Imagine if there would be killer perk that would add ability to vault all windows and pallets at survivor speed. Would be super fun to play as because you would 4K every time and your chases would last 10 seconds. Super fun!
Or, imagine if there was a killer that could do that without a perk repeatedly until downing you...oh wait we already tried that didn't we.
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COH and it's not close.
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Probably either pyramid head or freddy
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Yes it's dumb. I don't have a problem with regular locker saves (eg. one person is in a locker and someone outside tries to flashlight save) but double locker saves are stupid and need to be removed. There's nothing the killer can do if the survivors know how to time the flashlight correctly.
@IlliterateGenocide said:
my opinion is, go find other survivors.
That isn't counterplay. That's no different than deciding to leave a chase because it's taking too long, except in this case there's nothing you could've done about it.
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/2868897#Comment_2868897
I guess my only problem with this is itll make thrills buff a bit weaker. (Since its much easier for survivors to get high bless speeds with like counterforce) and considering they removed the notification. But thrills always been in a meh place so.
Counterforce should be excluded from this anyways. It makes sense to add it to the other perks as they affect a variety of actions including cleansing, but counterforce is only cleansing and nothing else.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2868137#Comment_2868137
https://forum.deadbydaylight.com/en/discussion/comment/2868229#Comment_2868229
https://forum.deadbydaylight.com/en/discussion/comment/2868460#Comment_2868460
Yes, that would make them more consistent, but that's not going far enough. I'm assuming you want to tweak the spawns so that killers can actually use their perk, right? Why, then, can't they just be on all the hooks? It achieves the same result. If that's OP, how exactly?
Well there's a difference between lessening the RNG aspect of it and making it usable all the time. The perks aren't designed to be able to be used after every hook, that's why there are only 4 scourge hooks (and if it did work on every hook, then there'd be no point in the scourge hook mechanic anyway, you could just say "After every unhook see the auras of all other survivors for 7 seconds"). Gift of Pain might be fine if it worked on every hook because right now that perk is weak, but it'd make the others a bit too strong imo.
