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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I've noticed this as well ever since 8.6.0. I'd say it happens once a game on average when playing him.

  • Yesterday it said 2 million, but after the bugfix today it says 5 million for me now:

    image_2025-04-17_163713974.png
  • Lifeguard Whistle should not be reverted but I agree he needs an addon pass. There are way too many weak addons for portals and not enough for shred imo

  • I mean realistically the only other killer (besides Ghoul) that this would make sense for is Blight. None of the other dash killers are strong enough to warrant that nerf.

  • I agree. This change was totally fine for survivor since they can't see the gates permanently and this gives them more time to look where they are, but for killer this change was detrimental and obscures vision too much. I don't think the bubbles should be removed entirely, just revert it back to 7 seconds for killer (what it was before) and keep it at 12 seconds for survivor.

  • Did you disconnect from the match? You cannot spectate if you disconnect, this is intentional.

  • Speed stacking is a fundamentally bad mechanic and it's not sustainable long-term. They can't continue to make new haste perks and balance them all with stacking in mind or without making something broken, it's inevitable, and it's already happened before. There might be a few fun builds that will be lost because of this but it's a necessary change for the future. Unlike stacking action speed buffs/debuffs which give diminishing returns for stacking (due to how the action speed stacking formula works), speed stacking in some cases (depending on who it's applied to) actually gave exponentially larger returns when stacked (due to how it affects the speed differential between survivors and killers) which was also part of the problem.

    Haste/hindered are also the only status effects that stacked their effects the way they did, no other status effect was stackable (ie. multiple instances of Mangled have no additional effect for example and Endurance stacking quickly got removed as well when it became clear that adding more endurance perks to the game made that an issue).

  • I agree, I've mostly stopped playing it. It's not fun for either side imo. I'm having better matches and getting more bloodpoints in regular mode

  • This 100% should be reverted. Hiding the number adds nothing positive to the game whatsoever.

  • This is not intentional. The locker is supposed to block the scream but currently doesn't.

  • Yes this is an issue with Fresh Coffee, it does not appear in the bloodweb as often as it should.

  • You were in deep wound in this clip, this prevents endurance from working, which would include Dead Hard.

  • For killer addons, it depends on the killer's base strength imo. Weaker killers can get away with having better addons. Trapper has 2 iridescent addons that are both really strong, but Trapper himself isn't a very good killer. An effect of that strength on a Nurse or Blight would be too strong.

    But personally I think iri addons that either do something unique or open alternate playstyles are some of the most interesting ones. Addons like Iridescent OSS Report, Waterlogged Shoe, Alucard's Shield, or Iridescent Flesh are good examples. But iri addons that add significant strength to a killer are okay sometimes as long as they aren't too overbearing. But I don't like when rarity is used to justify something being overpowered. Plague's iridescent addons are in that boat right now and I'd argue syringes are as well.

    Most Exposed addons are kinda boring (except for Iri Coin), but they seem to have been moving away from these lately.

  • Can confirm this. I got downed during the 60 seconds and the perk completely deactivated and did not restart later.

  • If anything it should be the exact opposite, Ghoul's locking on needs to be toned down or removed.

  • If you m1 grab a survivor from a locker you can still be flashlight saved.

    If you're pulling a survivor all the way out of a locker (ie. with the space bar), you cannot be flashlighted, that was removed.

    (This is only for flashlights though, there is no blind immunity on flashbangs/firecrackers)

  • I agree with the OP. It's a hard pill to swallow since it does remove some niche/fun builds that weren't problematic, but it also removes some combinations that were and it ensures that this will never be a problem again in the future. As more and more stuff gets added to the game and we keep getting new perks/killers this was only going to become more and more of an issue and it's not sustainable long-term. And it's better to get rid of it now than later when there would likely be even more stuff that gets impacted by the change.

    Speed-altering perks should all be allowed to be decent perks on their own and not be forced to be limited by the fact that stacking makes them broken. Since unlike a lot of things in this game where stacking gives diminishing returns, stacking speed-related stuff in some cases does the exact opposite. There are definitely some perks that should be buffed as a result of this change.

  • @Blueberry said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909612#Comment_3909612

    That is a fair point. We could increase the range to like 10 or 12 meters?

    Yeah that might work

  • @TripleStryke said:

    Like if I cant use rapid brutality on singularity anymore because it is only slightly better than without that would be kinda sad, unless it was buffed to 8% lmao

    They're both haste effects so yes you won't be able to get 8% from this anymore, it would be limited to the 5% from Rapid Brutality.

  • I'm not sure that this change would actually make the perk better overall. Having it not be on a time limit and instead like Weave Attunement would result in the aura reveal being less than 5 seconds a lot of the time. This change would only be a buff in situations where for example there's a chest inside the killer shack or in a maze tile and the survivor is actively looping that structure. If the survivor just runs past a chest and keeps moving then this would be a nerf to the perk.

  • They should probably make sure it defaults to WGLF for David. Auto-equipping No Mither for a new player would be terrible and DH is basically useless for a new player

  • It's still good in some situations, but it's not as strong as it was on release because there simply aren't as many scenarios anymore where you actually need it.

  • Unless they give it a compensation buff, Babysitter (and No One Left Behind) would be negatively impacted by this change.

    Current system:

    Babysitter starts when you get unhooked.

    Base BT starts when you regain control of your character (about 1 second after Babysitter activates)

    So you get 20% Haste for 10 seconds and then 10% for 19 seconds (the remaining Babysitter duration, basically 1 second gets wasted during the unhook animation)

    Under the new system:

    Assuming that the perk is unchanged, you would just get 10% Haste for 29 seconds (again, about 1 second is wasted) and the base BT haste would essentially be void as its the same strength with a lower duration.

    With the actual BT perk and Babysitter together, then in the current system it'd be 20% for 20 seconds and 10% for 9 seconds, with the new system still just 10% for 29 seconds.

  • I'm interested in this as well, but from reading the dev update it sounded like the old archive challenges would basically be untouched which probably means you can still save them. But you won't be able to with the new quests.

    I actually have over 22 million bloodpoints currently saved in the archives (yes, really), so I do want to make sure I don't end up losing anything/find out if I need to redeem these before the update.

  • I'm guessing Power of Two is probably one of the perks they're going to buff because of this, they did say a few perks would be changing.

  • My first impressions:

    We saw the new quest system on the livestream, that looked awesome, I'm super excited for that.

    Decreasing Snug's vault speed is probably okay as long as it's not back to what it was originally (like 0.65 seconds would be good). She REALLY needs some quality of life on her Search aiming mechanics though, it is still super clunky and more difficult to aim than it should be.

    Changes to the lobby/pre-equipped perks/addons is totally fine, great QoL for new players.

    Improved skill check safety net is good.

    Haste/Hindered stacking being removed does kill some builds on both sides but I think it's probably for the best in the long term. While MFT + Hope isn't as powerful right now as it used to be, at its peak it was still proof that this stuff can get obnoxious and having speed stacking in the game created an artificial barrier for individual perk balance, both with existing haste perks and potential new ones that come in the future. Power of Two should definitely be buffed now that you can't stack with Blood Pact, and No One Left Behind would need an adjustment as well if it no longer stacks with base BT. Unbound should be buffed as well. This does indirectly nerf Singularity a bit since Rapid Brutality was super good on him but since it won't stack with Overclock haste anymore it'll be a bit worse (and I guess with Clown's yellow bottles as well).

    In regards to Pentimento - I'll reserve judgment on this until we see it on the PTB and know what the numbers are. I never felt like this perk was a problem personally, but I know a lot of players dislike it so I understand if it needs to be changed. However, depending on the exact numbers, the change they have proposed could make it pretty weak if the penalty for 1 totem is low enough that survivors can just power through it. If it only gets good value with multiple totems up, that makes it significantly weaker.

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3909204#Comment_3909204

    Good Q! The small adjustments will be focused on certain perks that relied on stacking - not all haste perks will be affected. We'll make sure to note these within the patch notes so you have all the info at your fingertips when jumping onto the PTB!

    Quick question - I know the dev update mentioned that select perk descriptions would be changed to use Haste instead of base movement speed adjustments, does this mean perks like Fixated and Agitation?

    If so, does this speed stacking change only apply to perks or does this have any impact on addons that affect movement speed (for example things like Blighted Rat/Crow or the Waterlogged Shoe which gives the Hag a permanent speed buff for the whole game)?

  • I completely forgot that the FOV slider is technically still a beta feature

  • @MarbleThrone said:

    https://us.v-cdn.net/6030815/uploads/LFPXHO070X9X/20250409182938-1.jpg

    I very much agree with all points made!

    While it is 100% a 'first world problem', having your collection of add-ons, and maybe even items and offerings, shown as 999+ with no way of knowing the exact amount is a bit sad. Surely there is a way to revert that back to what it was, while keeping the current UI update intact :)?

    Thanks in advance for your consideration.

    Agree with this. Simply showing "999+" removes part of the enjoyment of saving up that many addons in the first place if there's no way for the player to actually track anything beyond that number.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3908642#Comment_3908642

    I don't think killer needs any buffs right now, and removing 99ing would be a direct buff to killer assuming nothing else was adjusted, but would it not make for more interesting matches if EGC was a mechanic that people had to actually play around more often rather than just a thing that forces matches to end and occasionally kills altruistic SWFs?

    I'm not sure that it would. If there was some form of gate regression or other mechanic that forced/encouraged the EGC to start sooner it very well may just cause survivors to leave more often and not stick around for endgame saves/altruism that they might be willing to attempt without time pressure, which would just make games shorter in some cases. Overall I don't think this would be an improvement.

  • Definitely agree with reducing or removing the autoaim, and the cancel cooldown should be nerfed. Power vault speed could also be adjusted and a few addons need changes (Umbrella, Yamori's Mask, possibly the window-block addon as well).

    I don't agree with reducing the leap speed or base movement speed this soon though, that seems overkill after only a week when other less drastic changes can be tried first.

  • This is not an exploit.

    Anyway, the existence of the EGC makes 99ing gates a necessary mechanic.

  • So, there's kind of a hidden mechanic with Spirit's power bar that the game doesn't explain at all, but it's always been a thing.

    Any time you phase (or even begin charging the power at all, just tapping the button is enough), you lose a small additional chunk of the power bar when ending the phase walk if you don't phase for the maximum duration allowed (I believe it's half a second of power duration that is lost, which would increase the recharge time by 1.5 seconds). This would mean that for example if you had both the brown and yellow duration addons you could phase for a max of 7 seconds (15% + 25% = 40% of 5 seconds = an additional 2 seconds for a total of 7) and then have a 21 second recharge (since 1 second duration = 3 seconds recharge), but phasing with the purple addon for 7 seconds (when you could go up to 8.5 seconds maximum) would incur a small penalty to the power bar after you stop the phase walk which would then make the recharge time a bit longer than the 21 seconds from the previous example (it should be 22.5 seconds). If you look closely you can visually see a small part of the power bar instantly disappear when ending a phase walk early (or even if you just tap the button and cancel charging the power).

    Hope this helps

  • Yes slide vaults were removed in this update.

  • Idk, I don't think a killer that gets injuries so easily AND has insane mobility/one of the best macro abilities in the game between mobility and ability to force deep wound should be as good as canceling his power to m1 as Ghoul currently is. Unlike Legion, this often allows this killer to easily punish survivors who try to survive injured. The power SHOULD be useful for catching up to survivors, that's fine. But I feel like the current state of the cancel cooldown doesn't give enough opportunity for the survivor to get away if there isn't any kind of connecting tile close by. At the very least I feel like Hinami's Umbrella needs a change and even then I'm not sure that's enough. The enraged pallet vault also needs to be looked at.

  • @Eryk601 said:

    This could possibly be the intended interaction, we'll have to wait for the response to be sure.

    I doubt it. There was actually a very similar thing with Ruin/Undying a couple years ago where if Ruin was transferred to Undying's totem all the generators would stop regressing even though Ruin was still up. And that got fixed

  • Hopefully this sticks around and isn't only for the event.

  • The Devourgorgon build was problematic and the addon needed to be changed. They also buffed his portals basekit in the same patch so it would've gotten even stronger. It was beatable by SWFs with good coordination, but in solo queue it was just too much.

    I do wish Demogorgon had some more variety in addons though, and I do agree the replacement effect they gave it was fairly boring, however its old effect shouldn't return.

  • I noticed this too and it does feel very slow, but I'm not sure if it's actually slower or if it just feels slower because the fatigue animations are completely messed up too. She's buggy right now

  • @Metagamer said:

    Honestly, nothing you do to second wind will make it less so in the shadow of Resurgence. It activates for free and effectively accomplishes the exact same thing. I used to love Second Wind and was kind of upset that they buffed Resurgence, completely forgetting about Second Wind's existence.

    There are still situations where Second Wind is better than Resurgence. Resurgence offers a quick heal after being unhooked but it's not instant and still has its weaknesses. Resurgence does nothing if you get tunneled, Second Wind can at least remove deep wound even if you get hit shortly after being unhooked (I've even used a Second Wind + Dead Hard build for this before with anti-tunneling in mind, since Second Wind removing the base-BT deep wound gave me DH back). Resurgence also loses value to sloppy butcher/hemorrhage in general, even if you start healing immediately after the unhook you lose a bit of progress and you'll lose it all if the killer is nearby to interrupt, whereas Second Wind can completely bypass that as well as any form of healing slowdown.

  • They haven't been changed yet, that wasn't part of this update

  • @Blueberry said:

    What if given the “entwined” word we gave it an addition effect of like, when you pick up a survivor all survivors outside your TR get debuffed with a status like Blindness? I picked outside to make it different since we already have some perks that debuff survivors in your TR on pick up, and they also generally aren’t good. I picked Blindness because looking at status effect perks Blindness is one we actually have very little options of.

    I'd be onboard with this. You're right, there aren't many perks for blindness. Most of the long-lasting blindness effects are actually killer addons.

  • It's fun to use, but I don't think it's actually that good.

    I wanted it to be 6% per token (for a 48% maximum), but unfortunately they capped the overall pickup speed buff at 42% because of bugs so they can't do that unless they can find a way to fix those issues and uncap it.

  • Maybe for the activation it could just be that you need to finish a healing action on another survivor (like Clean Break) as opposed to needing a full heal's worth of progress. Then the double heal thing wouldn't matter anymore, as long as you finished the heal it would count.

    Other than that the perk is fine

  • It's just popular again lately because it's good against Ghoul.

    Anyway, it doesn't need to be changed at all. It's in a good spot right now.

  • I mean Ghoul in his current state makes the majority of the killer roster pale in comparison, he's very overtuned and likely headed for nerfs.

    That being said, Slinger could use a faster reload speed buff and he needs an addon pass too, only about 7-8 or so of his addons actually get much use and reload speed addons lowkey feel required for him to not feel clunky at times. They've already reduced the reload time once before but it wasn't enough imo

  • It's one of the strongest perks in the game if used properly, it does not need to be buffed in any way.

    Yes there are several ways to use this perk poorly or in a way that is detrimental to your team but that's not the perk's fault nor does it suddenly make the perk bad.

  • @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3905049#Comment_3905049

    True.

    Thalita and Yun-Jun have the most awful survivor perk loadouts in the game.

    Teamwork: Power of Two exists as Blood Pact 2.0 for some unknown reason.

    Cut Loose is a watered down Quick and Quiet that is useless on most maps.

    And Friendly Competition gives you the same boost Deja Vu gives you for free.

    I'm surprised they didn't include Cut Loose in this update with all the other perks they lowered to a 15 second cooldown, seems like it would've been a good candidate for that. Probably needs a slightly longer duration as well

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