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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Call of Brine seems alright. Manual ruin that can't be cleansed. Definitely not bad.

    Floods of Rage I've already seen two people use with MYC which is probably the best way to use it. Outside of that it's just a worse BBQ though.

    Merciless Storm is mostly terrible although it actually might be good on Doctor (and yes I tested this and not only does it work but each individual skill check can be in a different position and/or change direction from the previous one). But other than that it's a mostly useless perk.

    Parental Guidance seems decent despite the nerf, it's just more manageable for the killer now.

    Empathic Connection I'm going to try on a healing build and if it doesn't work out then I'll take it off and probably never use it again. I don't have high expectations though.

    Dark Theory I've been using in some of my games tonight (paired with shadow step). In most matches it hasn't really done anything, but in one match it absolutely got me to a pallet I wouldn't have reached otherwise and the killer ended up dropping chase instead of me going down, so it did something there. But overall I don't think it's that good.

  • @Aurelle said:

    I've thankfully only seen one Nurse since she has been re-enabled.

    I've already had 3 nurses lol.

    But hey none of them got frozen or anything so that's good

  • Yeah so far C tier seems fairly accurate. On the PTB I would've said D tier

  • He got nerfed right when COH got introduced so even if they didn't nerf his lunge he would've gotten a lot weaker. The lunge nerf was just salt in the wound.

  • I just tested with a friend, and YES, Merciless Storm + Unnerving Presence 100% works with Doctor. The skill checks were smaller, can go in reverse and can even change positions on the screen after every successive skill check. You will absolutely see this perk in skill check doctor builds.

  • I agree that’d make it better

  • That’s what the addon is supposed to do; survivors directly in front of the doctor don’t get hit.

    The addon is completely terrible and you shouldn’t use it ever, but it’s not bugged.

  • I almost posted how long it'd take you to heal if it was 50%.

    Then realized I posted that nearly a month ago

    (and no it still wouldn't be balanced)

  • Holding W is an effective yet boring strategy that doesn't take any skill and isn't interactive at all.

    Part of why I like blight's design is because it doesn't work against him.

  • COH is still overpowered despite its nerf to the point where it kills an entire playstyle.

    Exponential is too situational to do anything most of the time. I had one game recently where it actually helped us against an infinite tier 3 myers who didn't bother putting it out since he obviously didn't care about COH (which I wasn't even using), but those games are rare. You will never be able to pick yourself up if the killer doesn't slug in the first place.

    Dark theory seems too situational so far and didn't feel like it did much on the PTB, but I need to play with it more to have a more definite opinion.

    Shadow step is pretty much the only one that I'd consider to be in an okay spot. It can deny the killer of information and potentially make them lose a healthy survivor in chase (not really when injured since it doesn't hide blood) but it's not really overpowered.

    Now having said all that; I'm going to bring up again that part of why COH isn't as situational and/or oppressive as the other 3 is because its effects mostly happen away from the killer. If a survivor is smart about where they position their totem, it becomes a lose-lose for the killer to go snuff it out especially when it can just be brought back after they leave. On the other hand, exponential does nothing unless the killer slugs near it (or slugs long enough for someone to crawl to it), dark theory does basically nothing unless a survivor brings the killer there in a chase (2% haste is negligible outside of chase), and while shadow step may hide auras from time to time across the map, it's not nearly as strong of an effect as COH. But this system of snuffing and infinite reblessing means that the perks cannot be very strong, because that's the only thing really keeping them fair (and why COH is not fair at all).

    TL;DR: Boons may have looked okay on paper, but in practice they were a failure and DBD was a better game without them.

  • The problem isn’t Ruin, the problem is totems that are easy to see and that survivors spawn next to.

    Boons also indirectly nerfed hexes because survivors are more likely to want to look for totems anyway.

  • Pop being nerfed from 60 to 45 back in the day isn’t justification for DS being nerfed. DS got nerfed (and rightfully so) later on for other reasons.

  • I’ve only played one game with it and it didn’t do anything. As in, we all escaped and would have all escaped without it.

    Planning to try it more tonight so I’ll have some more info to share that doesn’t include just one match.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2842008#Comment_2842008

    Well, yes and no

    The cost of items on the bloodweb didn't depend on their rarity, but which ring they were apart of

    1st ring was 3000

    2nd ring was 5000

    3rd ring was 8000

    so you could be lucky and get a high rarity item for 3k, or get the much more common occurrence of getting a poopy brown medkit for 8k!

    Oh I see. That sounds really dumb lol

  • When she comes out of a TV she’s the same speed as post-uncloak Wraith (6.9m/s) for 1.5 seconds. Other than that she’s regular killer speed unless manifesting which slows her down a bit.

  • @Pepsidot said:

    Bill wasn't the exception! He brought in BT which was crazy at the time of release:

    https://us.v-cdn.net/6030815/uploads/4QLK7F16BDM9/image.png

    Tier 3 (credit to the wiki):

    https://us.v-cdn.net/6030815/uploads/FA2FT9TPYI0S/image.png

    Sure it was only a one time use but the counter to this perk was to insidious camp a hooked survivor (which I made have did to prove a point...).

    Uncommon perks used to cost 8000 BP?

    Now I’m glad I didn’t play way back then.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841833#Comment_2841833

    Are we playing the same game? Survivors very rarely play loops, they will pre-drop go stay at a point of absolute safety within the loop or find an opportunity to move to another loop. (and that opportunity is anytime that you attempt to mind game a loop)

    I mean, yeah, they do predrop, and at that point she doesn’t have much going for her. It’s just something you can try if they don’t.

    She doesn’t have any form of anti-loop beyond that, which is fine as long as she has enough power in other places to make up for it. My first impressions are that she doesn’t and she’s still too weak, although not as bad as she was in the ptb.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841807#Comment_2841807

    Quickscoping was never a problem, Survivors can literally not go down despite being shoot if they are able to break the chain. Obviously if you are out in the open with nothing to latch on it doesn't do anything, but then you got caught out of position.

    People's real issues were faking his power which was effective, because there was practically no cooldown on ending ADS so he lost no distance faking. Now it takes slightly longer to fake, but you move faster so it's basically the same and is even better since there's far less risk in faking than attempting a shot survivors can easily sidestep because they move faster than you can adjust your aim.

    Oh the no cooldown after ending ADS was an issue too. But with old slinger you basically needed to expect a shot at any time while he's moving faster than you. It's like if huntress could move at full speed with a hatchet up, with the only difference being that he has to reel you in and a down on an injured survivor may not be guaranteed depending on the surroundings.

    His TR, on the other hand, was a nonissue. Being shot from outside the terror radius was easily avoidable by just paying attention, and if you dodged, well now you know he’s there and get a ton of distance on him while he needs to reload.

  • Try taking advantage of her invisibility more at loops; after you manifest, you keep the effect for a few seconds and sometimes you can trick survivors into thinking you're going the other way then switch direction and get a hit. It definitely isn't something that will always work though.

    You can also try to keep track of who you've teleported near often/if you see someone insert a tape, etc. in case that ever comes into play. It usually won't though, and out of the 8 matches I played against her yesterday, only 1 survivor died to that.

    Outside of that, not sure what to suggest other than doing the things you'd normally want to do with stealth killers like taking unexpected angles and such. She doesn't really have a high skill ceiling, and most of the ones I've played against so far have not performed well.

  • His quickscoping was a problem. His terror radius wasn't though.

    Tbh if they reverted his TR and left alone everything else they changed about him (higher ADS speed + shorter stun on chain break) I think he'd probably be fine.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2841703#Comment_2841703

    I believe they didn't think this through enough, because why would Sadako approach someone on a Gen while not in her power? Especially since they reduced the manifest / demanifest switch cooldown to 1.5 seconds...

    Yeah. Like in theory the way you’d use this is seeing someone on a gen near a TV from far away, manifesting outside of 24m and then walking up without a lullaby. But if you have LOS on them from that far away, then they’ll probably notice you coming once you get close enough. You should be paying extra attention as a survivor against this killer anyways.

    If the addon suppressed her lullaby it might not be bad.

  • Yeah it’s not good. It only matters if she tries to just walk up to you without her power.

  • Sadako’s passive phasing is confusing and I have been thrown off by it but it’s by no means op. I think it’ll be easier to go against once I play against her more.

    I NEVER get thrown off by spirit’s passive phasing though. I never found it hard to keep track of.

  • Tbh when pentimento was first revealed I thought boons were going to make it completely useless, but it's really not that bad anyways. It is a risk of using it but if they do bless your other hex totems well then at least they spent twice as long doing it. If they don't then you get pentimento.

    I don’t really like the interaction, but it’s not as big of a problem as I thought it was going to be.

  • Imo if you’re on death hook, then being fully condemned should inflict Exposed until removed so there is a cost of doing this.

  • I agree, “overcharge to go” as I like to call it is dumb.

  • @IrishKHGamingTTV said:

    im questioning on who found out that it crashes the game... who even uses the perk lol

    I use it sometimes but yeah it’s not a super good perk or anything

  • MYC doesn't reset if the exposed survivor is downed/hooked. It's never worked like that.

    Ghostface's stalk resets/the marked effect ends if he downs you. This doesn't.

  • Merciless Storm is literally the worst new perk of all of them. The skill checks are not that hard. Play against it enough and you'll get it. Then the perk won't ever do anything unless the killer happens to show up when it's active. Tinkerer is much stronger.

    If you are having trouble with it, one thing you can look out for is that right as the skill checks start, it will say merciless storm in the top right as a warning.

  • I really hope that’s not an intended change.

  • @GoodBoyKaru said:

    This is a known issue as per the Patch Notes.

    Oh, whoops, you're right. My mistake.

  • Since people are talking about cosmetics possibly being linked to it, I'll just add that I did a match using these and didn't have any problems.

    image_2022-03-08_130647.png


  • I’m gonna try it out with other healing perks. If it doesn’t feel like it does much then I’ll take it off and won’t use it at all probably.

  • You mean how they changed it to not trigger with endurance? It was never supposed to do that in the first place

  • If a skill check was triggered by it, the gen would lose 10% progress regardless of whether or not you actually hit the skill check.

    Blight’s soul chemical addon had the same problem and I’m not sure if it still does or not.

  • I’m glad I can use oppression again. It was broken which made it unfair so I haven’t been running it.

  • BL is already strong enough imo. I wouldn't change it.

  • @PNgamer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2837260#Comment_2837260

    No, because people with epilepsy have no business in computer games in my opinion, because it is just too dangerous, sry

    There are steps which can be taken to mitigate/eliminate the risks, and if BHVR isn't going to directly implement changes themselves, then the least they can do is add an epilepsy/seizure warning to the game.

    If someone with epilepsy sees said warning then they can make the conscious decision ahead of time to not play the game knowing that it could cause problems for them.

    Having said that, there is virtually zero reason to not just remove flashlight macros. They don't serve any in-game purpose whatsoever.

  • Eh. She suffers a lot from COH, but even before that she was boring to play and I hate going against her because she's not very interactive and just spams traps at the hook. She's a killer who you shouldn't really chase with all that much which makes playing against her rather stale overall. Once you're in basement it's basically gg if you don't have a flashlight.

  • Killer perks being hidden until the end of the match is meant to prevent survivors playing with their friends from just telling their friends what the killer's perks are after they die. Can't really change that.

    About killer traps, Small Game used to do this but it was removed because the devs didn't want certain perks having specific effects against certain killers.

    I believe WGLF already gives you a token if you get a flashbang save (someone correct me if I'm wrong)? Sabotages that lead to a save would be a good idea though.

    Botany Knowledge already affects self-care and healing without a medkit. You are not required to be using a medkit to gain its benefit.

  • It’s situational but it’s definitely helped me out before. I don’t use them often, but I’d say around two thirds of the time I use a sacrificial ward as a killer, it benefits me/I correctly suspected that I would be sent to an unfavorable map.

    I’ve even used them as survivor a couple times to block suspected haddonfield offerings from my teammates in solos (I didn’t want some poor killer getting sent there) and I was completely right both times.

    So, it’s situational, but yes it can be useful. And I think it’s fine that it’s a green offering, to answer that question.

  • @ThiccBudhha said:

    The perk is good. People just do not understand peak Bubba and how to bait people into trying to kobe.

    The worst part is it literally warns the survivor if they try to kobe. There will be a red luck icon above the progress bar which hard confirms the killer has monstrous shrine before you even finish trying to escape

  • I do think the perk should have a cooldown, but I’d reduce it to around 45 seconds.

  • I don’t particularly like the idea of trapper starting with a bunch of traps (unless you’re using trapper sack), but I wouldn’t mind the base capacity being increased to 3. More importantly though, his traps should spawn a bit closer to the center of the map (eg. no more going to hill tiles on corners of the map that are also facing towards the corner so you have to walk all the way around). Your locker reload idea would be ok too.

    When someone steps in a trap and another survivor is with them, it is currently faster to just rescue them from the trap than it would have been to just disarm the trap without stepping on it, which is kinda odd and doesn’t leave much penalty for an already injured survivor stepping on a trap if the killer is far away. I think it would be more than fair to increase base rescue time by another survivor to 3 seconds, and to make lengthened jaws (deep wound after getting out of a trap) a basekit effect, so that there is still some consequence of stepping in a trap while already injured even if the killer isn’t near. I like your 5% haste idea when someone is caught in a trap too.

    I do not think trapper stepping on his own traps would be nearly as much of a problem if survivors couldn’t dead hard over them. That needs to be removed entirely, but that’s a change that needs to happen to DH, not trapper.

    I don’t think trapper sack needs any changes; it’s meant to be an alternate-playstyle addon.

    Trap hitboxes need to be fixed, yeah. Placing a trap too close to a window should never be a thing. I’d also be fine with removing the ability to walk over traps while they’re currently being disarmed by another survivor.

  • That’d be pretty strong but for an iridescent it might be okay. Idk. It’s definitely better than what we have now. Maybe it should show the survivor’s aura intermittently (eg. for 3 seconds once every 10 seconds) but not constantly.

    If it’s still too good it could maybe get balanced out by shorter mark duration (default is 45 seconds), but I like the idea.

  • I haven’t used DS since the midchapter patch since the wiggle skill checks have a chance to mess it up and make it not work.

    Sometimes I regret it, but I’d rather not deal with that bug for now.

  • @toxik_survivor said:

    Was he nerfed today? I'm confused when was he nerfed because I played him yesterday and he still seemed pretty cracked. His movements speed in cloak itself makes him a good killer

    Nah, OP is referring to the nerf he received in October. It's been a while.

  • He basically got double-nerfed. When they nerfed his post-uncloak lunge, it just so happened to be in the same patch that introduced COH which indirectly nerfed all hit and run killers.

    He felt pretty bad to play for a while but I'm used to the shorter lunge at this point. Tbh if COH didn't exist I don't think he'd really be that bad right now, even if he still wouldn't be particularly great.

    (Fwiw, I don't really think the lunge nerf was necessary, but the all-seeing nerf was completely justified.)

  • They just need to make it so any height which triggers balanced counts as a height for the challenge. It’s stupid when you can’t even do the challenge because the map literally doesn’t allow for it.

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