Avatar

sizzlingmario4

sizzlingmario4

About

Username
sizzlingmario4
Joined
Visits
18,774
Last Active

Comments

  • Potentially the haddonfield rework and maybe the legion/ghostface updates but less confident on those. The updates for those killers also may or may not necessarily come out at the same time, we just know they’re being worked on.

    Beyond that, probably some more perk changes like usual (hopefully coh nerf included, but probably just more buffs to bad perks which is good too) and maybe changes to the grind? Perhaps another update on solo queue changes too, but not sure. Guess we’ll see.

  • I think constantly being Undetectable for that long might be a bit overbearing/start to overshadow actual stealth killers, but apart from that I like your idea.

  • No. You need to kick the generators yourself.

  • @Zozzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2860149#Comment_2860149

    I just got midwich where the entire bottom_ ] area had zero hooks in it. If they went down in the middle i couldn't get to a hook because it counted the one in the courtyard as being in the hallway.

    Yeah idk if anything changed about Midwich but its hook spawns seem to be particularly egregious lately. I've had bad hook spawns on that map multiple times as well and have seen several people mention this map specifically.

  • Yeah since you downed them that should've negated the syringe since they changed health state, unless they popped their instaheal after using DS, but then that doesn't explain how they still had DS up in the first place since they were healing beforehand. Yet it also seems weird that a hacker would DC after being downed the second time since they probably could've just instahealed again if they wanted to. But unless I'm missing something I don't see how else this is possible without cheating.

    Just to make sure, after downing them you didn't pick up any other survivor first before picking them up did you? Because that could've led to the known bug going around where they wiggle off for free. Because unless that was the case, then my gut says this was just a hacker trying to use a syringe to cover up cheats + they might've not realized until the game was over that you knew they were healing because you were running nurses so they thought they could get away with a decisive strike that they shouldn't have been able to use.

  • I think hooks being permanently destroyed after sacrifice is an outdated mechanic. Removing that probably fixes most of the issues. Anything left over would be a map specific problem that needs to be addressed.

  • Assuming you weren’t toxic and didn’t send me to a bad map, you’ve got a pretty good chance of me letting you go as the last survivor. Not a guarantee but more often than not I’ll let at least one survivor out and sometimes more.

    I had a game as nemesis recently where I had 1 kill when the gens got done. NWO won me the game/I got the last 3 slugged while the exits were blocked, but after that I just carried them all to the exit and let them out.

    Also, bunny fengs are adorable and are not to be harmed if they are the last alive.

  • @Steel_Eyed said:

    I dont feel there’s anything wrong with this tactic. The goalie end game build may be a problem though. Somethings going to get nerfed for that one.

    I’d be fine with making it so that NWO is just disabled if the killer opens a gate.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859335#Comment_2859335

    I'd include Overcome when it comes to nerfing Exhaustion Perks. It's really underrated and has one of Dead Hard biggest upsides, being able to loop normally.

    Lithe, Balanced Landing and Smash Hit all require you to leave the loop to use their speed boosts effectively. Overcome let's you loop normally, up until you get hit, in which case you would've left the loop regardless and get a huge speed boost for it

    That’s fair. Tbh I always felt like overcome was just more boring than OP because it encourages shift W so much. But maybe you’re right and I’d change my mind if more people used it (which would probably happen if DH is nerfed). The biggest weaknesses overcome has is that it does nothing if you were already injured/didn’t get healed since being unhooked (but then again we are in a healing meta anyways) and that instadown killers hard counter it, but it’s still a strong perk for sure.

    @EntitySpawn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859335#Comment_2859335

    SB actually has more requirements, especially if you're wanting to use it at a high level of 99ing it.

    You cant always run, if you work on gens you cant 99 it etc. It all creates less efficiency especially if not done right.

    DH is only an issue because anyone can press X button to correct a mistake at a loop to get distance to reach a pallet or window

    While true, SB is still something you can save and activate basically whenever as long as you’re not running while not exhausted. If the survivor isn’t doing it correctly and is wasting time walking excessively then yeah it’s not so great but if you’re just sitting on a gen you can stick around until the last second and it makes nearly any area safe even if it would normally be a deadzone. Perks like Lithe and BL require you to go to certain props/places on the map to use them and you have less control over where they can be used (eg. some maps just suck for BL, and lithe gets used on your first rushed vault so you can’t loop at a safer window and then save it for an unsafe window/pallet unless you also 99 your exhaustion). I do not think SB is as fundamentally broken as DH but I’d still change it.

    @TeabaggingGhostface said:

    One of my main issues with dead hard is that it ignores trapper's traps

    Sprint burst does not, so I'm more fine with it, as it may be more annoying at start of chase, but they cant pop it to get to a pallet unless its 99ed, which requires micromanaging exhaustion

    Dead Hard over traps 100% needs to go.

  • IW isn’t really a super healthy perk regardless of whether we’re talking about spirit or not.

    I agree with your proposed change, I think that makes it more fair. Some people have suggested just reducing it to like 75% or something but tbh that would probably just destroy it.

  • I mean you’re not wrong. SB isn’t complained about more only because most survivors choose to use DH instead and using them both together is basically impossible. Nerf DH and SB, and then give a buff to smash hit. I think the rest are okay.

  • I think technically huntress should be the highest since hitting a survivor across the map 100% of the time should be more difficult than 100% accurate nurse blinks when you consider the craziest possible shots that she could take, even if a lot of them aren’t realistic to be 100% accurate with.

    I’d also move artist higher and pinhead a bit lower.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859141#Comment_2859141

    It's incredible on Artist, as people probably won't realize you have it - meaning that you can easy do the triple bird spaced volley to bird both survivors and injure one. Combined with DMS, it's absolutely deadly.

    Plaything is a really fun perk and I used to run it with Retribution on basically everyone before Artist arrived (PR changed my entire playstyle). Pentimento made it even better.

    However, I'm also starting to run into survivor groups who just ignore Plaything completely, and just rely on voicecoms and sight.

    Yes, Plaything is absolutely brilliant on 'side objective' killers, as you can often completely overwhelm survivors and get them running all over the map.

    That build is...okay on Pig, but if you want to really make that concept work - try it on Demogorgon with Mew and Lighter. Survivors are almost permanently blind.

    Yeah I’ll def try that on artist. Got midterms coming up though so probably not gonna be playing much until later this week.

    I have gotten some survivor groups that ignore plaything, but against bubba they almost never do that since they don’t want to risk the instadown. I typically play solo most of the time so I don’t have the advantage of playing around it with comms but I will ignore it if it’s a killer it doesn’t make sense to run it on, eg. one time I played against a huntress who had it and since she has a huge lullaby anyways I figured it was just bait for pentimento so I didn’t cleanse my totem even though I knew where it was. Teammates caught on and followed suit, cleansing ruin and nothing else. So she only got 1 pentimento and that was it.

    Hmm. I didn’t think about using brass case lighter for that, but yeah that could work too. Forgot that addon exists tbh since I never see it.

  • Fwiw they acknowledged it as a “bug” in bug reporting so they might be considering changing it.

    @fixdeadhard said:

    pig stand afk at start of match against 1 of his traps so you cant get trap off, 3 survivors died at the same time because they needed that box to get the trap off, why is this still possible?


  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859080#Comment_2859080

    You'll notice that most of my builds have Discordance now. I've really come back to this perk in a big way. It's just so reliable - basically a Lethal Pursuer that activates multiple times a game.

    It also has some interesting interactions with certain killers:

    • Myers and Ghostface can use it to locate stalk multiple people easily.
    • Plague can infect fast.
    • The loud noise notification works for Nemesis zombies (with DMS and zombie addons, this combo is disgusting).
    • Onryo can use this with teleports.

    Plaything+Penti is another I keep coming back to.

    I wouldn’t say I use discordance regularly on most killers but sometimes I do and it’s usually a solid choice. I do like it on nemesis and plague for the reasons you mentioned and it’s certainly useful on the other killers you listed as well. I should also try it on Artist (and probably w/ severed hands?), that seems like it would be good.

    Plaything has been one of my favorite perks pretty much ever since it came out. Plaything bubba is absolutely hilarious sometimes and I’ve had multiple survivors say they were terrified by it xD. Pentimento just gave me even more of a reason to run it. I don’t typically go for 5 stacks but it’s happened anyways a couple of times. I’ve been meaning to try that combo on Pig with face mask + rules set 2, so they can’t see the plaything totem aura and can’t remove their trap as easily to get rid of the blindness. But I haven’t gotten around to that yet.

  • I know a lot of people hated that map but I loved it.

    I hated it as a new player but once I got better at the game it grew on me pretty quickly.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2859039#Comment_2859039

    Ruin+Undying+Retribution+Thrill is a classic OG Plague build. I think that's the one Otz plays.

    Yeah. I think I’ve done ruin/undying/retribution/discordance before and it was good. I don’t think I’ve done that since before she got buffed too so it’d be even better now (and that would’ve been with pre-buff retribution too).

  • Would that not also just make it easier for the killer to wait it out and use Pop afterwards though? Like, I’m not sure if that’s really a buff at the end of the day, even though I understand your reasoning behind the change.

    Idk it’s tricky. I would say a solution would be allowing the survivor to unblock the gen early if they want to but tbh that’d probably be too good then unless it had a higher activation requirement. Gen blocking is always a double edged sword since it prevents both sides from interacting (except for corrupt since those gens are guaranteed to be at 0 so the inability to kick them doesn’t matter), and in a way I feel like that’s what makes those perks balanced, repressed included.

    The perk has kinda lost a lot of value these days anyways since a lot of killers are using PR and/or DMS now rather than PGTW. You could still technically block a gen to prevent PR from hitting it but that’s not really worth it in most cases unless the killer is hooking near the gen and is going to push you off anyways. And if they have DMS well then it’s basically doing the same thing repressed would be doing anyways so it kinda becomes redundant. I used to use repressed sometimes but once those perks entered the meta I stopped running it.

    TLDR: I like the idea behind the perk and it could use something, but I’m not sure what the best solution is, and it’s not as good as it used to be.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2858988#Comment_2858988

    My only issue with this is that, while you can win pretty easily, you also get sod all BP or pips.

    https://forum.deadbydaylight.com/en/discussion/comment/2858979#Comment_2858979

    Huh. That's remarkably similar to my own Plague build (I generally run Discordance instead of ToTT for easier tracking).

    Discordance seems decent for that build, yeah. I just use thrill there mainly because it stacks with thana and makes the totems take forever to do + discourages blessing the playthings, although plague kinda does that anyways since coh is mostly worthless against her. I’d imagine ruin would fit well here too but I haven’t tried it on this particular build.

    Also yea tombstone has pretty much always been like that, which is a big part of why I almost never do it.

  • Plague: Pentimento, Thanatophobia, Plaything, Thrill of the Hunt

    Myers: Vanity mirror + dead rabbit on an indoor map with Monitor, Devour Hope, and 2 perks of choice that I typically switch up. I usually pick Lery’s because totem spawns are actually good on that map. For regular myers, something like corrupt, PR, NWO, +1.

    Wraith: Pop, NWO, corrupt, BBQ.

    Artist: BBQ, starstruck, agitation, PR. This also works pretty well on wraith too.

    And a fun build for bubba even though it’s prob not the absolute strongest it’s still decent and fun to play: bamboozle, BBQ, corrupt, plaything

  • That's not a bug. Being undetectable and ending a chase are two entirely separate things. Even if you are undetectable that will not automatically end chase; you still need to get out of chase to get your token.

    Cloaking as Wraith automatically ends the chase and therefore gives you the token; it's not being undetectable that does this, it's just specifically tied to him cloaking and that you're not allowed to be in a chase while cloaked.

  • @AlbinoViera said:

    Yeah.. I don't think the Devs have any idea on what to do with Totems at this point. They seem scuffed to all hell. They spawn in the most open of areas, blessed totems only get snuffed and not destroyed even though the killer is stomping on a literal pile of bones, and when a hex is blessed you don't even get a notification that your hex is gone.

    I get it, hexes are meant to be high risk - high reward, but the RNG of totems shouldn't allow things like this:

    https://us.v-cdn.net/6030815/uploads/1XKVOOS20AJU/why-28censored-29.jpg

    At least undying made it so Ruin lasted a minute longer-

    They should really move those hill totems further down like they are on macmillan so at least it's not visible from all angles.

    But yeah. Pretty much everything having to do with totems is not in a great spot.

  • If there was going to be a nerf to Nurse, I think it would be fair to make her blink attacks special attacks so she can never have instadowns with her power. Other than that, nerf recharge addons, and rework her iridescents and she's fine. She would still easily be the #1 strongest killer.

    Also they didn't destroy Spirit, she's still very good. She just has more counterplay than she did before, and I think that's all the devs wanted really. They wanted to give her counterplay, and didn't nerf her any more than they had to in order to do that. The dust change would've been overkill, and I'm happy they didn't go through with that.

  • You're not supposed to be able to bodyblock it and it's supposed to be able to hit multiple survivors. If it hit one survivor and stopped that sounds like a bug.

  • COH and NOED are the two perks I refuse to run under any circumstances until they are changed.

    COH - used it for two days when it came out, realized how busted it was and stopped using it. Tried it again after its nerf just to confirm my suspicions that the nerf did almost nothing at all, and stopped again.

    NOED - not technically overpowered, but still incredibly cheap and poorly designed. Used it as a new player, then realized how cheap it was and stopped. Haven't used it since, and I have 1600 hours now.

  • He’s weak and his power is overall just boring. His addons are also among the worst in the game.

  • They’ve already said they’re going to change it in the most recent q&a.

  • People are quitting against Demo now?

    How could anyone do this to our cute demodog.

  • It’s mostly too niche. I’ve had a couple scenarios where it made a difference but most of the time it doesn’t feel like it does much.

    It’s not the worst boon perk though, that title still goes to exponential.

  • It does pretty much nothing at all. I was hoping the buff it got from the PTB would be enough but it wasn't.

    Most of the time I go a whole game as a survivor and never touch a tape.

  • DS doesn't really prevent tunneling most of the time, it just makes it more punishing to do it. And sometimes that's all you need.

    The threat and possibility of DS is stronger than actually using it.

  • Camping and tunneling has gotten more popular since COH. Which, despite being nerfed twice, is still way too strong. And no, they weren't really "hard nerfs", the first one made it so you couldn't heal faster than the killer can hit you, and the second made a self heal take a whopping 2 extra seconds. Not really a hard nerf if you ask me.

    Boil Over was extremely abusable and wasn't healthy for the game. You can't seriously say that survivors running to the tops of main buildings or to RPD library or whatever and being unhookable was a good thing. There were plenty of ways to buff that perk without making it broken, and they made it broken so they had to go back on it. That never should've gone live in the first place.

    Yeah, Dark Theory is too situational to be good most of the time. But that's the inherent problem with the design of boons. They need a complete rework from the ground up or they're never going to be in a good spot. Parental Guidance imo should've been 8 seconds. 10 was a bit much, 7 is a bit too little, but it's still a decent perk.

    Blight needs addon nerfs, yes. His basekit is okay though.

    SBMM and the grind suck, I agree with you there.

    Yeah, the meta has been stale and always has been. There were some good new perks in 2021 but for survivors it's mostly just the same as it was with COH introduced into the mix and for killers it's still all about slowdown, there's just more options now than there were before.

  • If the intent was to add a secondary objective to slow down gens then it failed miserably. COH makes healing quick and readily available if the survivor uses it correctly and doesn’t bless a totem right in front of the killer. You get to heal yourself while a teammate does a gen rather than your teammate taking the time to heal you. The time gained from this once is basically offset by the time required to bless the totem, but pretty much any additional healing value you get out of it beyond that is just a net time gain.

    Boons right now are in a bad spot. COH is beyond busted and the rest are all too situational to be very good (with the exception of SS being alright). Yet technically none of them have valid counterplay especially if the survivor is smart about where to place it. Totems like the ones on 2nd floor of ironworks are just straight up BS, regardless of what boon it is.

    Boons need a rework from the ground up, otherwise they will never really be fair unless they are so weak that it doesn’t matter. You can nuke COH and make it selfcare speed and technically it’d still have no counterplay, but it wouldn’t be a big deal because nobody would use the perk. So leaving it at that would, as you said, just leave the entire mechanic defunct pretty much.

    I agree with your reasoning surrounding chests - the nerf to keys, while justified, reduced the value of chests especially with loot-goblin builds as looting a key now is no longer as valuable.

  • I think the TV cooldowns could use some adjustments, and her speed boost coming out of a TV should be longer. Being fully condemned should also inflict Exposed so it can't be as easily ignored on death hook.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2855773#Comment_2855773

    Just implement surrender after 20 minutes of a match and raise DC penalty by a large margin.

    I'd be fine with something like that.

  • I would advocate for raising the DC penalty if not for cheating/hostage taking being as big of a problem as it is.

  • Nemesis: He’s alright I guess. His zombies are annoying when they actually work though. But I don’t hate going against him beyond that. Then again half the time the zombies just don’t do anything which feels bad on the killer side. Overall very average in enjoyment.

    Pinhead: He’s mostly fine, but forever box builds aren’t fun to go against. Chains interrupting box solve is very unintuitive but isn’t as big of a deal once you understand the pattern of how they work. He’s okay to play as. Unfortunately I can’t really enjoy him that much due to the NFTs.

    Artist: I really like her, and I know I’m in the minority. She has a higher skill ceiling, is fun to play, has the tools to win, and yet isn’t unbeatable - she just forces you to think more carefully when playing against her. There is a lot of strategy around her crows and how she might use them, and how the survivor can choose to react. She was too strong on the PTB but they nerfed her trap playstyle which left her in a really good spot; that was basically the only problem with her.

    Sadako: I like her design and think she’s unique, but she’s weak and could use a few more changes to make her better. If COH gets the significant nerf it deserves making hit and run viable again, then with a few tweaks to this killer she wouldn’t be that bad. I like the ideas behind her so hopefully she gets a bit more love from the devs.

  • @ItsJesseFFS said:

    Against this idea. It already feels like there's always a hook within 5 meters from each other in pretty much every map. Wiggling is already pretty pointless as it is.

    Wiggling is not really meant to prevent you from being hooked without the help of sabotage or some other perk like boil over. It’s there so the killer can’t take you on a field trip to basement or wherever else they want from anywhere on the map.

    There absolutely should be a hook in the school. And really that entire building is stupid anyways. Breakable walls which serve no benefit to break other than hooking someone because there isn’t a hook there is incredibly dumb and is a trap for new players who don’t understand the implications of breaking them and opening up an infinite.

  • Here’s the thing. In a way, corrupt IS boring. It’s not really that interesting.

    Yet at the same time, it feels like a necessity to prevent 2 gens from being done by the time you get your first down unless you’re a killer that can end chases quickly and reliably. It feels like a necessity to prevent a considerable amount of gen progress being done in the time it takes you to cross the map at the start of the match.

    Corrupt intervention is one of many perks that are essentially bandaid fixes to core issues this game has, and I wish something would be done about those issues. But until that happens, the perk is here to stay in the meta.

  • I mean…yeah, I like playing Plague, not only because she’s great for countering COH, but because I like her in general. That doesn’t mean the perk is balanced though, that just means there’s a certain killer’s power that happens to invalidate basically all forms of conventional healing.

  • Yeah. Situational Awareness is the new name for Better Together:

    -If you're on a generator, other survivors see the generator's aura in yellow within 32 meters

    -See the auras of all survivors for 10 seconds if the killer downs a survivor while you're on a gen

  • I don't think every aura perk needs a secondary effect but it'd be a decent way to buff some of the weaker ones. Kindred doesn't need any additional benefits though.

  • Depends on the map, but in most cases probably clown or legion. On super open maps you could make an argument for ghostface imo since he’s basically an m1 killer if he can’t stealth effectively.

  • Yes the range addons are broken. There is a bug report on it here which has been acknowledged:

    @Sweet_Potato said:

    I think I dont have to introduce Zubat, a popular dbd content creator with huge nurse experience from the very beginning.

    He noticed immidiately that Nurse is not the same she was before.

    If not fully charged her range add-ons make her blinks extremely fast.

    I suppose the percentage of additional range given also applies to her blink speed.

    You can watch Zubat's explanation and a comparison in his stream. For example starting at 3:35:00.

    https://www.twitch.tv/videos/1421266747


  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2854337#Comment_2854337

    "overpowered" by how?

    Is there any statistical data or comparing it to something else, that can be standard of balancing?

    Not based on data, that's just my opinion.

    The speed addons when stacked make his speed extremely high on the later rushes and not only make his speed more unpredictable as it changes on every rush, but also reduces a survivor's potential reaction time. Base blight is always the same speed. Tbh, these addons might be fine if they didn't stack, but basically no other speed-modifier addons in the game work that way so that'd be a weird exception to make.

    Alchemist's Ring is bad design. Blight's fatigue + power recovery time normally gives the survivor ample time to get to a position after a hit where they have a chance to juke the blight. Alch Ring removes the recovery time entirely and only leaves the fatigue which isn't very long, and holding W doesn't work against him due to the nature of his power.

    Compound 33 also has very little counterplay. Survivor throws a pallet, and even if they get the stun you zone them (if you need to) and break the pallet with a 1.5 second cooldown then almost immediately rush at the survivor again at 230% speed while they're also running 3% slower, as you only need to recharge 1 token after the pallet break instead of 2 like you normally would. And on top of all that it can be used as a mini-whispers as you get a score event for hindering someone. Overall this addon is pretty ridiculous and in the right hands there's pretty much no getting away from it.

    And btw, they can nerf all of these, and Blight will still be an S tier killer as long as they leave his basekit alone. And his basekit doesn't need to be nerfed at all.

  • Blighted Rat, Blighted Crow, Alchemist's Ring, and Compound 33 are all overpowered (especially when stacking the first two). I think Iri Tag is actually fine though.

  • The most annoying thing about pinhead is trying to solve the box and you just keep getting interrupted by chains, especially when they're running forever chain hunt builds. There is a way to play around it but it's way more confusing than it needs to be and most players don't know how to do this. The box in general is also another thing that hurts solo players way more than SWFs.

    Imo, make chains not interrupt box solving (unless he summons the chain and interrupts it himself) and then in return make it so he doesn't break his own chains and he's fine.

  • She's new enough that some survivors don't know how she can counter bodyblocking.

  • He needs some addon nerfs. His basekit is fine.

  • @GhostyPlayzTTV said:

    https://forum.deadbydaylight.com/en/discussion/comment/2853787#Comment_2853787

    As stated above "unless the totem spawns on top of a survivor and the killer isn't running Hex: Undying, giving the totem a "second life" then it makes survivor games extremely unplayable." So before anyone says something about "Aw, just cleanse the totem," read the full post.

    I did read the post. I just don't agree with it. Devour Hope being good on a killer doesn't automatically make it overpowered and it most certainly does not make the game unplayable for the survivors. The perk has plenty of counterplay regardless of who you're going against.

    There are also several other killers who can get out of the 24m range extremely quickly. It's not like this is unique to Sadako.

1 … 115 116 117 118 119 … 138