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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • He got way more nerfs than he needed and most of his addons are a complete joke. The slowdown addons needed to go but what they were replaced with is very underwhelming. He’s not good and went from decent to terrible practically overnight.

  • It’s okay. It’s not the best perk you can have but it’s not bad. If survivors don’t have exhaustion perks then it doesn’t do much though. The blindness is just a nice side effect.

  • If you use these two perks together and kick a gen, it should be white as long as it’s regressing, then turn yellow once a survivor works on it again.

    Please fix this.

  • I actually kinda like that. It’s like iri tag but for clown

  • As long as the general boon system works the way it does it’s impossible to balance COH properly without it being either overpowered or bad. No in between really.

    Like, if you remove the healing speed boost entirely (meaning it’s now self care speed), well then sure it would still have no real counterplay from the killer but it wouldn’t matter because nobody would use it.

  • It’s a stupid addon. Just rework it with a brand new effect imo

  • @herbaljellyfish said:

    https://forum.deadbydaylight.com/en/discussion/comment/2845982#Comment_2845982

    I feel like you're stretching super hard here. It takes like what 2 seconds of animation to snuff a totem? Why on earth would use as a killer just waste time standing around a totem to keep it from being blessed? That is an extreme waste of your time. Use something to give you exposed and counter healing altogether. Also, you're negating the fact there are many other perks that cause exposed status other than hexes. As I said, exposed is a direct counter to heals, and also survivors can be permanently removed from the game. You're making some very illogical arguments that seem like you have put no thought into it. Personally, I wouldn't even care if boons were removed. I don't use them and I play solo only. I may get value out of a boon 1/15 games because I'm not spending 20 seconds to run across the map for a heal.

    Yes the snuffing animation itself is only 2 seconds, but that doesn’t mean the killer only spent 2 seconds total to get rid of a boon.

    You’re not wrong; COH existing and being meta makes Exposed perks arguably more valuable than they ever have been in the history of the game. It’s the same reason why killers like bubba don’t care about it as much because he has a chainsaw. But Exposed perks and instadown killers should not be viewed as “expected counterplay.” I can’t just load into a match as wraith, see COH, and then change my killer to cannibal, or change my perks to starstruck, myc, etc.

    But you said it yourself: “why would a killer waste time standing around a totem to prevent it from being blessed?” Well you don’t, because that just loses you the game. So you leave, it gets reblessed, and you’re back in the same lose-lose scenario, waste more time putting it out again, or leave it up and survivors get easy access to self healing, thus why it has no real counterplay outside of tunneling the boon user (and that only works if only 1 person brought the perk).

  • It’s not that you can still try to hook grab, it’s that a survivor who is being chased (while you had no intention to camp) who is about to go down runs near the hook to avoid being chainsawed, knowing that doing so will prevent an instadown.

  • Deleting COH would pretty much kill boons almost entirely but at this point I kinda don’t care

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/2846004#Comment_2846004

    Ah Okey sound really fun I love plague sadly I don't have plaything and penti.

    In this boon meta you can work against it let's be thankful that guy didn't use thrill instead of pop to make then need for ever to do bones

    Yep...I'm not the guy in the screenshot but that's the build I use and I use thrill instead of pop. Lol. It actually works pretty well as long as thrill isn't cleansed super early, and if it is well then at least they wasted 28 seconds doing it (or possibly more if people are injured since thana stacks with it) + it's another pentimento whenever I head over there.

    @Lucent said:

    This looks like a really good build. Thanks The_Deathslinger. Could you work devour hope in with this though?

    Eh. This build already encourages survivors to find and eliminate a lot of totems, so devour isn't as likely to stay hidden. I also wouldn't really recommend it on plague regardless as survivors are more likely to be injured and Exposed doesn't give as much value.

  • It's a very good build, and I say that as someone who uses a very similar build on Plague. It's the same perks except I use Thrill of the Hunt instead of pop, with the idea being that thrill + thana makes doing the totems also take forever (and it heavily discourages blessing the playthings, so I can get pentimento).

    This build can very much be countered though. It's biggest weakness is that it does not do much at the start of the match, and you want to make as much gen progress as you can early in the match. The killer needs to get their first down quickly or this build falls apart fast. Plaything only gets going after survivors are hooked, and pentimento only gets going when those playthings are removed.

    Don't cleanse dull totems and make pentimento any stronger than it has to be. Pay attention to where survivors are cleansing plaything totems, so when pentimento comes into play, you already know where you should check and can get rid of it in a timely manner.

    Pop only gets a ton of value if the killer is consistently getting hooks. Do good in chase and don't give the killer a down every 30 seconds and suddenly pop becomes much less of a threat.

    The reason this build is so good on plague specifically is because survivors are likely to be injured, which not only makes thana stronger, but also makes survivors who have already been hooked far more susceptible to being caught out of position and downed quickly because they can't hear the terror radius, and they're already injured. You can beat a plague using these perks, but you have to be a bit more careful.

  • @herbaljellyfish said:

    https://forum.deadbydaylight.com/en/discussion/312117/coh-is-still-very-broken-perk

    I don't personally use boons, but with all the perks and hexes that give killers exposed status effects, I think it's fine. Survivors waste so much time though going all the way across the map to heal themselves or to relight snuffed totems. It wastes a ton of time, that's why I personally don't like it. However, any exposed perk is a direct counter if it bothers you that much.

    also, do bones.(Just kidding - this is a joke - do not take it seriously)

    There's a very big difference between a hex that inflicts Exposed and COH. That difference being that the former can be permanently removed from the game once found. The killer also has no control over where their totem is placed.

    One perk (or group of perks) existing does not make another perk balanced or unbalanced.

    Also, if a totem is far out of the way, then while it may take time for a survivor to run there to rebless it, the killer also spent a lot of time walking there (assuming they're not a killer who can teleport) to get rid of it. It's a win-win for survivors: either you get free healing, or more generator progress gets done in the time it took the killer to put it out. COH ultimately buys you gen time if used correctly and if the survivor is smart about where and when to light their totems.

  • She feels weak because she 100% is weak.

    What she does have going for her is her ability to teleport, a reduced terror radius, and eventually a survivor might have to spend some time removing condemned progress.

    What she doesn't have is pretty much any kind of chase power, her TVs have huge cooldowns (1 minute 40 seconds), she has a lullaby while demanifested so her "stealth" isn't really that stealthy, and condemned is still often a non-threat. I have had plenty of survivor games where I never touch a TV and escape no problem.

    "I see others complaining this killer is OP"

    She's not remotely close to OP. She's the most underwhelming killer since the release iteration of Trickster. And that's saying something because release Trickster was a nightmare.

  • Without UB the most you can recover is 95%, which means you can't get more than 47.5% of wiggle progress.

    With UB you can 99 your recovery and get as close to 50% wiggle progress as you can without actually picking yourself up.

    So, technically yes you get more value from flip flop if you run UB, but it's a ~2.5% difference.

  • I actually noticed that too. Yesterday a Meg tried to lose me mid-chase by going in a locker and she was so loud that for a second I thought she was just behind the wall and not in the locker right next to me. Then I realized she had to be in there and pulled her out and I was like #########.

  • @[Deleted User] said:

    I like mixing up different perks and trying different combos. Had a TTV in my lobby. Went to watch their stream after and saw them complaining how I wasn’t running any meta perks.

    I tried.

    You mean to tell me someone complained that you WEREN'T running full meta? Smh.

    I always try to mix it up as survivor and I have a lot of off-meta builds I like running. As killer it's more difficult to do that without losing.

  • Disabling the chainsaw near a hook and leaving it at that can't really be done without survivors being able to abuse the mechanic.

    It's much easier to build in an anti-camping mechanic with a new killer (as they have done with Twins and Artist, even though Twins' can be bypassed - which needs to be fixed) and balance the killer around that with the anti-camping mechanic in mind, than it is to just slap one on a killer that's already existed for a while without one. It would also be a much bigger deal for a killer like bubba, whose power involves an instadown at close range, than it is for Artist as no instadown is involved and she can still just place her birds from further away and then still fire them and hit a survivor with them near the hooked survivor - so it's not like she truly has no power near a hook.

    Also, since we know we're most likely getting basekit BT or some other kind of related change regardless, it seems silly to even try to change Bubba specifically right now until that mechanic has been implemented first.

  • The meta has been stale for forever. The only real difference lately are that perks like COH and the PR/DMS combo are now part of it.

    The new killer didn't really come with anything meta changing. The best perks are parental guidance and call of brine, and they don't really compete with meta perks even if they're pretty decent.

  • Considering Object also causes a crash when combined with Empathic Connection, yeah, probably time to disable it.

  • Basekit Blight doesn’t need to be nerfed.

    Blighted Crow/Rat, Alch Ring, and Compound 33 do.

  • Iridescent videotape is actually pretty good. Remote control is bad though.

    Iri photocard is underrated. Death throes is ok but shouldn’t be an ultra rare.

    Agree on artist and twins. The undetectable one on twins isn’t horrible but it’s not interesting. Garden of rot is just sad.

    Ghostface isn’t exactly recent but yeah his ultra rares aren’t good either.

    Yeah blight’s and pinhead’s are more interesting but compound 33 lowkey needs a nerf.

    Iri coin on slinger is decent after the buff, hellshire iron is an absolute joke though. Don’t ask me how they thought that was going to be any good.

    The zombie speed one on nemesis is actually kinda crazy now even if it’s not his best addon. The exposed one is ok but not great.

  • I like playing against nurse for the most part. The only time I don’t is if it’s stuff like MYC nurse with range, that’s just annoying and unfun.

    Hag is my least favorite killer of all of them. She doesn’t chase much which removes the most interesting part of the game and most of them just spam traps at the hook. She’s very non-interactive and usually either wins easily or gets hard bullied without much in between.

  • I just watched that not even 5 minutes ago lol. No idea.

  • I like playing him. He is a bit clunky but not to the point where it ever bothered me.

  • Not a killer main, but Plaything Bubba can be hilarious.

  • Totems like the ones on the 2nd level of ironworks are the reason why I think they shouldn’t work across multiple floors. Having an effectively increased range (vertically) combined with taking more time to snuff than it’s worth is dumb.

    Just make it something like a 4-5m vertical range (whatever number that would fix this problem but wouldn’t have an impact on totems on slightly different elevation, such as a totem on a hill tile on an outdoor map) and then increase the horizontal radius to something like 26m (to make up for the verticality change so they’re all a bit more consistent + otherwise it’s just a straight nerf to perks like exponential which don’t really need one).

    This change alone doesn’t fix how broken COH is, it only addresses totems which are in high places far out of the way.

  • @DyingWish92 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2844329#Comment_2844329

    Yes I was using Undying. Undying was cleansed Ruin was not. Or perhaps Ruin was cleansed and switched to the Undying totem.

    Yes that’s the problem then. What happens is when Ruin is cleansed, Undying transfers it and deactivates, but the game doesn’t handle this properly and any generator that is not being worked on at that moment will stop regressing. If a survivor touches it later and lets go then it will start regressing again.

    There is video proof of this bug in this report from last year which was never acknowledged by BHVR:

    @Tricksters_Wife said:

    Engaged in a chase, lasted around 1 minute and the gen never regressed during the whole chase? As you can see my Undying was cleansed but my Ruin was still active. Wouldn't let me kick the gen either. Not sure if it's specifically this generator on Ormond or if it's all of them as I didn't get a chance to really patrol the rest of the gens before my Ruin was cleansed as well.

    https://youtu.be/MDu5k8mU5IY

    Platform: Steam

    EDIT: CONCRETE PROOF OF THIS:

    https://youtu.be/ez8XroS_wS0

    I think this has something to do with Undying being cleansed.

    You can see in the Groaning Storehouse clip that the killer pushes the survivors off the main building gen. While chasing there undying is disabled, and the gen stops regressing at that moment, because ruin being cleansed normally stops regression immediately, but in this case undying is taking the fall for it instead.

    If the undying totem is cleansed first (and not ruin), then this issue will not occur.

  • And I get frustrated enough at ONE person wasting time in basement, let alone three.

  • Were you by any chance using Undying with it?

    There was a bug a while back where Ruin was not regressing generators after being moved to a new totem and idk if that ever got fixed or not.

  • @MilManson said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842565#Comment_2842565

    That's awesome, I play a doctor from hell build, distressing, unnerving, overcharge and sloppy combined with fake pallets and fake red stains.

    I wonder if I should drop for the merciless storm, I leave distressing on because it increases the range of static blast so you can stand on the bottom floor at midwich inside the chains in the middle and hit basically 90% of the map.

    Yeah it's ridiculous on midwich especially if you run the Calm addons to increase your terror radius for static blast. Merciless storm/unnerving/distressing/overcharge would be great on that map.

  • She's fun but she still feels underpowered.

  • Sometimes one player gets lucky and it spawns under them. It's just as likely to occur for you as the killer as it is for the survivor.

    Assuming no offerings are used, there are random spawnpoints for it on each map that it can appear at; if you'd like to know more about where it can and can't appear, check this thread here: https://forum.deadbydaylight.com/en/discussion/291884/how-do-i-get-better-at-finding-the-hatch#latest

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843909#Comment_2843909

    We’re Freddy and Pinhead ever OP? Why did they get no compensation for their nerf because it’s not like either needed to be weaker?

    They both needed changes but both got overnerfed.

  • It’s a nearly worthless perk in the COH meta.

    @egg_ said:

    Something I never thought about until now: how does hysteria work with plagues power or for example trappers traps? Does puking on multiple people and waiting for them to become injured work? Because it doesn't seem to have the M1 requirement

    Yes if someone becomes injured because they got sick the perk activates. There’s no m1 requirement.

  • Basekit nurse absolutely has counterplay. 3 blink nurse needs to go though, and apparently her range addons are bugged which makes her busted and needs to be fixed.

  • @Chadku said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843380#Comment_2843380

    Wasn´t it because a totum can´t be cleansed?

    P.S. two Badham offerings in 1 match.

    It was both. It was disabled because of the infinite, fixed, and almost immediately disabled again when the totem was discovered.

  • @Mandy said:

    Are you still able to do this after the Chapter release this week?

    Yes you can. I saw this the day the chapter came out and tried it and it worked. I’m on Steam, so it’s not an Epic-exclusive issue either.

  • You cannot place a crow within 2 meters of an exit gate switch. It’s always been like that.

    It will not prevent you from firing them there from further away though.

  • There’s already multiple reports which haven’t been acknowledged lol

  • I remember one of the devs talking about this one time and they said they thought about making it this way but didn’t because of UI concerns or something.

  • I think it'd be cool if his cooldown changed based on how he lost his ability; eg. he has a ~20 second cooldown for being revealed or missing a basic attack, but gets his power back a lot faster after a successful hit (10-12 seconds).

    Crouch speed should be increased, yes.

    I disagree with hooked survivors not revealing him, though. I get it but I also don't want to encourage "insidious" camping in stealth and just marking anyone who tries to save.

  • I think that'd be fine. Fixes condemnation being largely a non-threat on death hook.

  • @fulltonon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843133#Comment_2843133

    I mean, is killing a survivor using a perk that has bunch of cooldown is "too strong"?

    I don't think she is the problem in balancing, it's not like if she made to be special attack only killer perks that activates on normal attack gets a buff.

    The point is that aura-reading perks completely eliminate a survivor's ability to juke a nurse by blocking LOS and so new aura-reading perks that get designed can end up being held back by the fact that this killer exists. It doesn't apply to just aura-reading, that was just an example.

    I'm basically saying this because it highlights what I'd really consider to be the main problem with her and why I wouldn't mind her blinks being special attacks even though it pretty much eliminates stuff like starstruck and noed nurse, because it means future Exposed perks can be designed knowing that they won't be effective on the strongest killer in the game. And imo it never really made sense for a special ability such as a blink to then translate into a basic attack anyways, but I understand the argument for both sides there.

    TL;DR: The main problem with Nurse's design is that she makes it difficult to balance other things with her in mind, but I wouldn't consider her to be inherently broken or anything. She is the one killer that gets to be different from the rest, and that is okay.

  • She’ll always suffer as hit and run killers will as long as COH exists but if they actually balance that perk someday then she’ll be a bit better.

    I think the TV cooldowns should be adjusted; it should stay off for longer when a survivor turns it off, but should be shorter when used by the killer.

  • @tesla said:

    https://forum.deadbydaylight.com/en/discussion/comment/2843133#Comment_2843133

    So what do you mean? Does the nurse need a deeper rework? So the other killers can be properly balanced...

    No that was a reply to someone else and I forgot to quote the message.

    I don’t think nurse needs any major overhauls but I agree with your original post.

  • Meanwhile the killer turns after picking up and still gets blinded by a survivor they can’t even see.

  • Perhaps, but the thing is, Nurse existing already makes it difficult to balance perks because of how they might perform on her.

    If you buffed I’m All Ears to 12 seconds, would it be too strong on myers? Nah. Would it be too strong on nurse? Yeah, probably.

    edit: replying to @fulltonon , forgot to quote sry

  • I actually wouldn’t mind that tbh.

    I get why they’re not considered special attacks but always found it weird regardless.

  • Ruin itself isn't too weak.

    What is too weak is problematic totem spawns that are out in the open/in obvious places and survivors spawning next to them.

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