sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Nah. Devour hope is good on her but that doesn’t mean we need to nerf her. All you need to do is find her totem and none of this even matters.
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Happy birthday!
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Not everybody has friends who like DBD.
The gap between SWF and solo is simply too large and it makes it that much harder to balance the game as a whole.
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I don’t think there’s anything wrong here. This ghostface has 3 hex totems (ignoring noed), two of which are haunted and one is undying. Undying was cleansed first and deactivated with no effect, leaving the two trapped totems. One of them is cleansed a few seconds later and survivors were exposed.
In order to have been exposed the first time and activate haunted grounds twice, the first totem cleansed would’ve needed to be one of the other two.
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This also happens on Eyrie. Haven’t checked other maps.
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I have not had any crashes running EC alone, so it probably does have something to do with running both.
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As survivor, I don’t. For me personally, when I play survivor I try not to use more than at most 2 meta perks in any build, and often less than that. I run a lot of off-meta stuff and like trying out weird builds and getting them to work. There are a lot of perks which aren’t used as often but have amazing synergy and/or I just really like them.
As killer, it becomes harder to do that without losing, but 2021 was actually a great year for killer perks and changed up the meta a bit, even if it still mostly revolves around slowdown. NWO, lethal, deadlock, plaything, and PR were all great additions. But the actual meta in terms of what kinds of perks to use in general hasn’t changed much, it’s just stuff like “use PR/DMS instead of ruin/undying”. It’s a lot easier to get away with running off-meta stuff as a survivor while it’s likely your 3 solo q teammates will have meta, than it is to run off-meta stuff as killer while you’re likely against 4 survivors running mostly if not all meta perks. Perks like corrupt intervention aren’t particularly interesting but feel like a necessity to prevent 2-3 gens from popping after the first chase.
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People don’t want to play against her bugged range addons and most nurses right now are using them. The addons should be disabled but they’re not.
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Idk, I just find it strange that they didn't take any action against people using this exploit yet they did take action against the people using the infinite mending Legion bug back in the day. Seems like a weird double standard regardless of whether you think it should be a bannable offense or not.
While it is true that there was no killswitch back then and it's now much easier to disable stuff like this, it doesn't really make it any less scummy to take advantage of.
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He is mostly fine however there are still a couple changes I would make to him.
First, chains shouldn't interrupt the box solve interaction unless he summons the chain himself. I know there is a way to play around this but it's extremely unclear when the passive chains will stop if you don't know how it works and there's really no reason for it to work this way.
Second, he shouldn't break his own chains. It's stupid how he defeats his own power by walking in it.
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@calamitybear said:
Look at the exposure on the side of the screen the whole Skull is gone how does that allow the onryo to down the nea? That's what needs to be looked at. There was no exposure on nea anymore and she got instadowned
She was already injured while working on the gen. She only needed to be hit one more time to be downed regardless.
edit: mandy beat me to it
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Well you were "instadowned" after the 30 seconds because you were already injured. Nothing weird happened there.
Your killer did have agitation (I went to the vod and watched the entire game) so either you were within 36 meters for like a split second and it was so quick that it was hard to tell or something is wrong with starstruck range.
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@anarchy753 said:
If I had to guess, I'd say the perk is coded to automatically kick the gen with bonus regression when all the last survivor gets off a gen. Since Ruin is cleansed while it's regressing, Undying becomes Ruin, and since there is no survivor to get off the gen, it doesn't trigger the situation which starts Ruin.
More speculation, I'd assume this would only happen in situations where Ruin is cleansed and Undying becomes Ruin, not those where the original Undying totem is cleansed first.
@AetherBytes said:
So, this is most likely what's happening:
Ruin only detects on generator release
Survivor releases Gen, Ruin procs
Ruin is down, generator regression is stopped
Undying kicks in, ruin is reinstated
Gen fails to start regressing because it only checks for survivors releasing, not for progress
Killer is also now unable to kick affected gens due to that checking for Ruins status, not regression(?)
Generator is now effectively frozen until touched or ruin is down
This could potentially be abused to forcefully freeze a Gen at 99% by survivors, though it would be difficult
Yeah it looks like that's what it is. It's more clear in the second video than the first as you can see it was working correctly until ruin was cleansed (and took undying's place instead).
This bug only happens if ruin actually gets moved to a different totem; if survivors cleanse the actual undying totem first instead then ruin will continue to function. And from what I've seen of this bug in my games, gens which aren't regressing because of this also will only stay that way as long as the survivors don't interact with them; if they touch a gen and let go again then regression will resume as they've now let go of a gen. It seems to only check when a survivor lets go of a gen and that's it, which is fine without undying but as ruin normally stops regressing the gens immediately once cleansed, it poses a problem when these perks are used together. I assume this was overlooked since it would have been coded before undying existed.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2851156#Comment_2851156
That’s a good strat. Thanks. I’m guessing the sparks fly out like ruin and pop in addition to fast regress?
Idk if the sparks are any different from a regular kick or not (it didn't look like they were). I just watch the progress bar for a couple seconds standing next to it without touching it and see how quickly it's going down. If you know how fast normal regression is visually you can tell the difference.
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Imo if you're just crouching in front of a box all game then you're not really playing the game. That's just a bear trap and gen simulator while you go check twitter or something.
The addon is cool if not used this way but people ruined it.
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@KerJuice said:
It’s definitely on its way. Hasn’t quite caught on yet. Very strong. It’s going to cause a lot of “tunneling” intentionally or unintentionally, I’m afraid. After just getting hooked and healed up, if you hop on that regressing gen with COB, that’s your ass. Most killers will break chase for that (as they should). You won’t even know it has it.
The new meta is great for top MMR, but we are getting our ass kicked in low-mid MMR. Too many players give up so easily whenever they face strong gen regression or gen denial. A large portion of our community are kids and teens- they don’t have the patience to adapt to the new meta.
I've already gotten in the habit of watching a gen regress for a moment just to see if it's regressing faster since you can tell that way if they have the perk or not.
If they do and I just got off hook I'd probably tap it but perhaps not stick around.
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@KerJuice said:
https://forum.deadbydaylight.com/en/discussion/comment/2851003#Comment_2851003
Oh wow, did not know this was a thing. Thanks for reading the fine print, nerd 🤓.
j/k 😜
Lol don't worry last patch I accidentally skipped over a line and made a bug report on a known issue. Felt dumb afterwards
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It's pretty good yeah.
I wouldn't run it with DMS though since you can't kick a blocked gen.
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I don't think Ruin really belongs in S tier at all. Although it can do more damage than any of the other regression perks that's entirely conditional on it actually staying up longer than 2 minutes which often doesn't happen.
Gift of Pain is also C tier at best. It's easily countered by anyone with a medkit or self care (or just being near COH which is common enough) by 99ing your heal to avoid the repair penalty until the killer finds you again, so you basically just lose 4 seconds healing and that's it.
Blood Favor and Mindbreaker are somewhere in B imo. Old blood favor was D tier, new blood favor is actually alright.
Beast of Prey and Overwhelming Presence are straight up F tier. They do pretty much nothing at all.
I also don't think bamboozle is good enough to be in A. It's certainly useful on m1 killers and killers like cannibal but it also ends up being useless a lot of the time depending on the map. Like if you load into gideon's with it you basically have 3 perks. Mostly the same on midwich EXCEPT for the office where you can trap people by not breaking the wall but most survivors only go in there if they have nowhere else to go.
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If Victor can’t benefit from PWYF then he shouldn’t be consuming it. That‘s silly.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2850877#Comment_2850877
That’s why I play plague a lot, y’all won’t be needing those perks this trial. 😁 except DH
Same lol. She feels great after her qol changes and she counters COH. I play her way more now than I used to.
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All I can say is removing/nerfing COH would go a long way.
It’s not like tunneling didn’t exist before boons but I’ve definitely seen it more often since then.
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They will not be re-enabled until the update is available on all platforms, per the patch notes.
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A 4k should be enough. It's ridiculous that you have to double pip while a survivor just has to escape.
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I’ve seen 2 condemned kills in probably 20 games against her. Haven’t gotten one as killer yet.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2850860#Comment_2850860
Well he used to if he doesn't anymore, I'm not a bubba main but I know for a fact he used to have that add on
Maybe he used to, idk, I never played him pre-rework.
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@BrokenSouI said:
The amount of folks who don't know bubba has a silent saw add on 🤭
He doesn’t lol. You’re thinking of billy.
You do need to be within 60 meters of him to hear him chainsaw but there’s nothing that’s supposed to silence it inside of that.
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It’s a common bug with him from the survivor POV. Billy has chainsaw noise addons, bubba doesn’t.
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Imo it just needs the cooldown reduced to around 50 seconds and then it’s probably fine.
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Why is the killswitch client-side in the first place?
Asking legitimately as I don't know if there's some kind of technical reason why it would be implemented this way and require a game restart to function.
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@[Deleted User] said:
Cool. No more people attempting Adept Laurie.
Y’know that’s not the response I expected but you’re not wrong.
Adept Laurie is basically running DS while it’s super predictable because the killer knows object is there and then topping it off with perhaps the worst survivor perk in DBD.
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I wish.
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Cool. I’ll always take more bloodpoints.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/314179/object-of-obsession-is-disabled
I had seen this, but didn't want to ask for more details until it had been resolved; now that its been disabled, can you elaborate on what triggered the issues?
If used with blood pact, as long as the survivor wasn’t the obsession they would gain permanent wallhacks on the killer once injured.
If used with empathic connection, other survivors’ games would crash if they were injured.
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Yeah I always thought these offerings should switch places. You basically never want survivors to spawn separately as killer.
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I got my points last night.
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They said when they implemented the current system of an automatic swing that it was only a temporary solution and that in the future the system will be reworked with dedicated servers in mind.
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Since when has anyone said she‘s the new nurse? I thought most people agreed sadako wasn’t that good.
Most of the perks you were running aren’t terrible but call of brine is better when combined with others (mainly pop). Gearhead is still bad though.
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@Nikatara69 said:
But what about Dyuing Light on Mike??? Why no one uses that? If u doing right it slowing down everything lmao till your obsession is live
Dying Light simply isn't worth the effect it provides when it actively buffs the obsession throughout the match, and encourages you to not go for them since killing them disables the perk.
Your obsession has a 33% healing buff from the start, meanwhile its penalty does nothing at the beginning and only starts stacking up later on. By the time you get a substantial number of tokens, you've usually either already won, or you lose way before that ever happens. It also usually isn't negatively affecting more than 2 survivors at a time assuming that you ignore the obsession for the majority of the match (eg. you're chasing 1 survivor who isn't your obsession while the other 3 are doing gens), while the obsession heals people faster all game (33% cuts about 4 seconds off of a standard heal).
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The Call of Brine notification looks like the one you get from Tinkerer, so I doubt it. At least it shouldn't.
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I think the entire prestige system just needs to be reworked. Whether you get a character to 50 and prestige immediately or put way more bloodpoints into them and then prestige later and still lose everything you had on them, it's a huge bloodpoint sink in exchange for 1 cosmetic item and a negligible chance of getting better stuff in the bloodweb.
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It was cool at first but it got old quickly.
Imo they should make it so it only happens like once a month or something so it actually still gets people since they won't be expecting it on a given day.
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The grind - Since they've already said they're not going to remove perk tiers, one idea I had was to make devotion more rewarding by increasing the bloodpoint cap for every devotion level (eg. 100k per level, so a devotion 10 player can have up to 2 million BP stored). The category caps in-game should also be removed (so you can get more than 8k in one category) while keeping the 32k total cap. This better rewards survivors who run a killer all match and don't have the opportunity to do generators because that's what their teammates are doing while they're distracting the killer. I also think the prestige system should be reworked entirely in a way that doesn't involve just losing all your stuff in order to unlock a cosmetic, as this is a lot of sunk bloodpoints.
Map design - Every individual map needs to be looked at separately. There are some that are fine and don't really need sweeping changes, but several of them do. Once maps are balanced, Bloodlust could also be nerfed (imo, keep tier 1 the same and remove tiers 2 and 3), but until the maps are actually balanced it needs to stay. Totem spawns also need improvements on several maps still.
Camping - We know facecamping changes are coming so I'm not gonna add much here for right now.
DCing - Idk what the best solution is here. It definitely happens far too frequently, but it's hard to justify increasing the penalties with how big of a problem cheating is right now/hostage situations that force DCs.
Killer balance - Several killers are still too weak and need more adjustments. We know legion and ghostface are getting changes but killers like Clown need to be revisited again as well. His rework did almost nothing for him. I also think trapper could use a few more changes, although he's definitely in a better spot than he was as he's no longer addon-dependent. Other killers like pyramid head and freddy need addon passes as their addons are particularly awful. On the other end of the spectrum, some of the top-tier killers could probably use a few addon nerfs (eg. Nurse recharge addons could be nerfed and torn bookmark should get reworked entirely, Blight speed addons + alch ring and compound 33, and MDR + DCB for spirit).
Perk balance, the stale meta, necessity of slowdown perks, and repair speeds - There are still several useless perks on both sides that need some serious changes in order for them to be any good. I think sometimes when BHVR buffs bad perks they don't understand why those perks are bad, so the buffs don't really do anything. The latest examples of this include Hex: Third Seal, Buckle Up, and Furtive Chase. I also think basekit regression should be made a bit stronger, accompanied with a nerf to regression perks to balance it out, in an effort to reduce the reliance on slowdown. For survivors, DH needs a nerf and COH can honestly just be thrown in the trash, and I think pretty much anything that increases repair speed shouldn't be as strong as it is (I think Prove is more of an issue than some people give it credit for, along with SWFs stacking BNPs and strong toolboxes with Streetwise and/or BTL). I honestly think UB could be toned down a bit as well but I'm not as worried about that one. BT and DS are necessary perks to deter camping/tunneling and don't need nerfs. Boons as a whole weren't implemented very well and probably need a complete rework from the ground up in order to fix their core issues. Most boon perks right now are either blatantly OP (COH) or too weak/situational (expo and dark theory) and just adjusting the numbers on those perks won't really fix them in a good way.
Early-game related things: Survivor spawns shouldn't be so far apart and survivor spawn points in relation to totems still needs improvements. It's also unhealthy how much it feels like you have to have Corrupt sometimes to prevent too much generator progress from getting done at the start of the match, although I'm not sure of the best way to approach this issue.
SBMM: Honestly shouldn't even be called skill based matchmaking. The emblem system wasn't good either but after ~6 months of SBMM I can't say I have overall had higher quality matches with it.
This isn't everything but that's a lot already so I'm gonna stop here.
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Not very often at all.
I went against I think 3 artists total in the first WEEK of her being in the game. So even when she was new people weren’t playing her.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2847105#Comment_2847105
Wasn't there also an uncleansable totem?
Yes but that was later.
They disabled the map due to the infinite, fixed it, and then they disabled it again 3 days later because of the totem.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/2847046#Comment_2847046
Because it's not detrimental to survivors.
The Dead Dawg infinite wasn't detrimental to survivors and they still disabled that back when that was a thing.
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yeah idk why they haven't disabled it tbh.
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@CharlieChatBox said:
What happened? BT became no longer Terror Radius dependent.
And if you wanted to play clown, you can just play clown.
BT losing the TR condition certainly hurt him but that's not what killed him. And that change to BT needed to happen regardless
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Well Sadako is out and was buffed from the PTB but is still pretty underwhelming. Other than that, nothing new really.
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Tinkerer kinda does have a warning - just not the first time it happens. After you see it once and see the killer is undetectable, you know to expect it for the rest of the match. Just pay attention the first time you get a gen to 70. It having a stealth mechanic can be used by the survivors to positively identify it and expect it in the future.
Having said that, it actually would be nice to see stats on slowdown perks vs. without.