sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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The perk is fine, it doesn’t need a cooldown.
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I’m sorry to hear and I hope your cousin is okay and recovers.
Changes to flashlights to address epilepsy issues are long overdue.
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Ok first, blight does not have a low skill ceiling. He has an incredibly high skill ceiling. He is not easy to play well; he should be a strong killer.
That said, some of his addons should get nerfed (mainly alch ring and rush speed addons), but basekit blight is completely fine the way he is.
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@georgiebeau said:
https://forum.deadbydaylight.com/en/discussion/comment/2837247#Comment_2837247
I think the changes I suggest wld probably make her harder to play but have a higher skill ceiling… she wld be a lot more reliant on her power just like the nurse is, I honestly think it wld make chases more fun, I’d rather get crow hits cos high mmr survivors basically just force u to M1 which is rather boring tbh and probably why not a lot of ppl play her, I’ve probably gone against 2 artists in the past month.
What reducing her speed would do is just encourage shift W even more which already happens a lot against her since you kinda have to sometimes. It wouldn’t make her more interesting at all.
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That’s just a nerf that doesn’t really fix anything that’s actually wrong with the perk. So I don’t really see the point.
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Playing artist on swamp does feel pretty awful a lot of the time, but at the same time she doesn’t really need any buffs.
I’d much rather have her the way she is now than changing that and making her 4.4 like you suggested.
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Ever since they said they improved DH validation I've noticed way more hits through pallets while playing both sides. Idk if it's a coincidence or not but I don't think I've seen a fake scream/blood splatter from a survivor on a pallet or DH ever since that happened.
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Not much, though it would have an effect nonetheless. It would decrease the killrates of killers who either did poorly and can’t have the perk because it was deleted or who did poorly and therefore didn’t earn the reworked version of the perk, if it was reworked. That’s about all.
Which, fwiw, that’s exactly how I want noed to be reworked. I’m fine with noed if a killer actually earns it, but it shouldn’t single-handedly save the day if they only got 2 hooks all game.
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@CryptFriend said:
https://forum.deadbydaylight.com/en/discussion/comment/2835935#Comment_2835935
All* M2 attacks--nevermind, someone already got to it.
https://forum.deadbydaylight.com/en/discussion/comment/2835974#Comment_2835974
*Actually, Plague can as well.
Unpopular opinion: Devour revealing on M2 attacks is fine--you should be using the M1 to take advantage of the fact that they're exposed anyway instead of trying to hide it.
That, and I'm a sucker for neat little differences, and my inner gremlin is cackling at the fact that NOED doesn't reveal on M2 attacks but Devour does. I love the little complexities they put in like that.
I’m pretty sure nemesis can hide it as well - his whip reveals it, but I don’t think his zombies do.
And technically any killer can hide it if they get hooks solely with grabs/pulling people out of lockers from 3 stacks onwards. That just never happens.
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Having gens almost halfway done before you can even get across the map because survivors spawned on them is even more boring.
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@GoshJosh said:
The only loud locker issue I have is Iron Maiden spamming by survivors. Don’t get why that perk doesn’t have some kind of a cool down. Or why it enables Huntress and Trickster to reload faster.
If it didn’t affect reload speed almost nobody would use it. That part of it is fine.
As for locker spamming with it, yes, that is annoying, and I’m glad it doesn’t happen more often than it does. Maybe you could change it so that instead of screaming, it shows the survivor’s aura for a few seconds upon exiting the locker.
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Yep. Oppression has the exact same issue as well.
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@chargernick85 said:
Funny note since we on the subject.
I have more than a few clips on my Xbox of me downing the 3rd survivor then shooting crows in 3 directions killer instinct highlighting the 4th in a locker. I find it funny anyhow.
I swear people forget that you get killer instinct from that. The other day after I killed the 3rd survivor I knew the 4th was just hiding somewhere waiting for their teammate to die so I just sent crows to the shack lockers from across the map and there she was. After I pulled her out and killed her she accused me of cheating since I wasn’t running bbq. lol.
edit: to the main topic, locker noises are fine as is
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Fwiw, I hate basement, even though it can be used to avoid hook loss on sacrifice. I think it’s outdated and encourages camping/tunneling more than anything else and overall doesn’t add much else to the game.
Having said that, I never understood the reason why hooks break forever on a sacrifice. It doesn’t happen often, but you don’t always have a ton of options as to where you hook people, and if survivors can run to some corner of the map that’s now a hook deadzone and you can’t do anything with them, that sucks and I don’t know how it’s still a thing.
I would even be okay with them still breaking after a sacrifice but only for a limited amount of time (1 or 2 minutes maybe).
Basically, I think it’s a bad mechanic, but isn’t a big enough problem/doesn’t create issues often enough for bhvr to actually change it.
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Artist thankfully is a killer who doesn’t need addons to perform well.
As for the tierlist itself, I think I’d move oil paints up a bit but overall it’s a pretty solid tierlist. I definitely agree that charcoal stick is her worst addon as it can often be worse than running no addons at all. Normally, if a survivor is at a tall loop, they may hear you set a crow but not know which direction it’s facing, but with this addon they do. Which is horrible.
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With how prominent COH is right now, Exposed is arguably more valuable than it ever has been.
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I don’t get to go against her very often unfortunately. I haven’t really been counting survivor games or anything but I probably see her once or twice a week at most. Sometimes less. Which is a shame.
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@Friendly_Blendette said:
https://forum.deadbydaylight.com/en/discussion/comment/2835907#Comment_2835907
Then devour becomes one of those perks that are played around constantly which makes it super unhealthy imo but at the same time Im not sure if thats what the devs think about much since there is perks like UB, BT and Dead Hard also NOED that havent really gotten much changes and DS was another one of those perks for a long time.
I agree that would be unhealthy, that’s why I think it‘s okay the way it is.
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Honestly I think it’s okay that it reveals it. If you could get to 5 stacks using hatchets and then just mori someone without warning that’d be kinda nutty. Devour hope is good enough as it is.
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@gendoss said:
https://forum.deadbydaylight.com/en/discussion/comment/2835815#Comment_2835815
Did they change it at all? I swear for the longest time only 1 chain was supposed to spawn. Did they update the basekit effect?
It was always like that I’m pretty sure.
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For each chain that you break using the environment, the game will spawn 1 additional chain, for a maximum of 3 additional chains. This is a basekit effect.
Impaling wire makes it so that each time a chain is broken using the environment, TWO additional chains spawn instead of just one, for a maximum of 6 additional chains.
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Judith’s tombstone is fine (and so is running both iris). Tombstone piece is not fine.
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It made no sense for it to affect healing. It was a lose-lose; you’re encouraged to heal to avoid its penalty, but you were penalized anyways for healing. It needed to change, and they increased the penalty and added a cleansing penalty to make up for it.
The only thing I’d change about it is to also include blessing since imo it doesn’t make much sense for it to affect cleansing but not blessing. But other than that, the perk is in a good spot right now.
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Surge needs its basic attack requirement removed and then it’s perfect. I’d use it a lot more often.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2833183#Comment_2833183
I don’t think Nurse needs a buff, but I do hate playing her because staring at the ground half the match is super irritating. I’d probably play her if she kept her head up during the blink stun, even if they compensated by slowing down her refresh slightly.
That‘s fair. That aspect of nurse never really bothered me but I see what you’re saying.
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Yeah, like you said, doctor isn't balanced. He's too weak.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2835059#Comment_2835059
Oh no I completely agree honestly!
It's just OPs thread title is saying COH is bad bc it detracts from the survival horror aspect but self care has existed since day one.
Whether COH is balanced is def a discussion worth having
Yeah I see the point you were making now, my bad
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2835052#Comment_2835052
It's still infinite healing whether it's slower or not though
If the devs thought survivors healing themselves completely removed survival horror elements it wouldn't be in the game at all
Fair enough. Tbh I never thought of DBD as a horror game anyways. It stops being scary for the most part once you're not new to the game.
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It was nerfed to give 33% of your current wiggle progress when the killer drops from a height rather than a flat 25%.
So for example, if you're only at 6% wiggle progress when the killer drops, you only get an additional 2%. But if you're at 60%, then you get a 20% bonus.
At 75% or higher, you instantly drop the survivor which is the same threshold as the original buffed version of the perk.
In your case if you never dropped from a height and she got out in under 10 seconds then she either has flip flop (which you mentioned she didn't) or she's cheating. Even breakout cannot make it that quick by itself (if the carried survivor is constantly under its effect then it reduces wiggle time from 16 to approximately 13.33).
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@Brokenbones said:
You know self care has been a thing since day 1 right
Still techincally infinite healing just slower but mitigated with perks/items
Yes and the day 1 version of selfcare allowed you to self-heal at 80% speed which is very close to what COH does now.
That only lasted 2 patches before it was reduced to 50%.
And self-care is one perk that allows ONE survivor to heal themselves, not one perk that buffs the entire team.
@RakimSockem said:
this is the absolute dumbest take on CoH i've ever seen on the forums, and there's sadly a lot. The perk is fine if you're not an annoying killer like Legion who thrives on being annoying and constantly injuring people
So all hit and run killers are annoying and therefore should be severely weakened by the existence of one perk?
You're saying "the perk is fine if you're not x killer" therefore the perk isn't fine against those killers that rely on injuring people is basically what you just said.
Pretty much the only killers that don't suffer from it as much are killers with instadowns, top-tier killers like nurse/blight who can reliably end chases in a timely manner, and plague. That leaves a major portion of the cast.
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@tippy2k2 said:
Didn't that already happen? I thought that was part of the mid-chapter update.
No it’s gone when the new chapter releases next week. Right now it’s still in the game
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At this point just remove COH from the game and admit it was a mistake. BHVR seemed to have forgotten anything they'd learned from original self care when they added this perk.
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Noed is not overpowered, it's just badly designed. It has a lot of value with very little effort on the killer's end. It's a free 3-stack devour because all the gens got done. That's it.
The "counterplay" is to cleanse 5 totems when there's no guarantee the killer will even be using the perk, and we're in a meta where cleansing dull totems is literally a bad idea because you should be booning them for healing instead (and don't get me wrong, I hate COH with a passion, but I'm speaking from an objective standpoint here) + pentimento also exists now, and cleansing dulls is a great way to cost you even more time later if the killer is using it.
It was never a good idea to spend the time it takes to cleanse 5 totems anyway, but there's even more reasons not to these days. It is much more efficient to just pay attention to where totems are and check them at the end if noed does come up.
Now, like I said, I do not think noed is actually overpowered, and thus I don't really want it to be "nerfed", I just want it to be reworked into something that has to be earned like NWO. It is true that the killer has to play the rest of the match with 3 perks, so there could be some baseline effect and then it gets stronger based off tokens like NWO does (as an example). In exchange for it needing to be earned and not just having it for free, it could be made a bit stronger than it is now at full power. This is why I like NWO's design; if you don't hook any survivors, then its effect is very small despite still doing something, while at 4 stacks it's a good perk.
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It is not always optimal to cage someone. Cages generally send the survivor far away from you and if the other survivors are in that area they can immediately go and save their friend which generates far less pressure and saves them a ton of time over potentially having to run across the map to the hook.
Caging can be good if you can immediately get into another chase after doing so (eg. you know there is another survivor nearby), to avoid pallet/flashlight saves (and then chase the nearby survivor trying to save them), or ofc to avoid DS. It can also be smart if for some reason you know for a fact that there's nobody on the other side of the map since then someone has to run all the way over there.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2834512#Comment_2834512
Father's Glasses was inconsistent and still forced the player to pay attention and also had the benefit for hard of hearing players to be able to play her reliably.
It's definitely not as consistent as DCB but I still feel like it gave too much info. But maybe I never really learned how to play against it very well since I never really saw it that much.
Also if someone is hard of hearing then they're going to be at a disadvantage playing spirit whether they have father's glasses or not, but I see what you're saying.
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I assume you’re talking about Artist?
If not I have no idea who you’re referring to.
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What killer were you playing and did you use basic attacks?
Exposed only works with basic attacks and any special attack (eg. a huntress hatchet or pig’s ambush attack) will not cause instadowns with noed.
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What perks did they have and did they bring a bunch of toolboxes? If they brought 4 of those purple offerings it was likely a sabo squad meaning the only hooks left were the ones far away that they knew you had no chance of getting to.
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Freddy, Pyramid Head, Nemesis, Twins, Ghostface all need addon passes. Probably one or two more I’m forgetting.
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David getting a 2nd tome when there are some original characters who haven’t had one yet is literally the stupidest thing ever.
As for feng, yes, please give her one.
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@CryptFriend said:
Unpopular opinion: that would be incredibly good.
I would actually go as far to say that 100% would be busted. I really don't think that people understand just how much time that would save.
I actually agree with you; I think that’s way too good.
I actually think solidarity is okay the way it is, and to show why I think that I’m gonna compare it to botany. In both scenarios below, pretend you and another survivor are both injured and met up to heal:
Scenario A: You have solidarity, which won’t let you heal the other survivor faster, but allows them to heal you in only 8 seconds (since it starts at 50%), effectively an 8 second timesave.
Scenario B: You have botany, It will save you about 4 seconds when healing the other survivor (do 16 / 1.33). They heal you in the regular time. So 4 seconds saved total.
If we change the scenarios so that you are healthy (and only the other survivor is injured), then in scenario A, your perk does nothing. You heal the other survivor in regular time, and that’s it. In scenario B, you still heal the other survivor 4 seconds faster. So what solidarity effectively does in comparison to botany is double the time benefit while you’re injured, but does nothing if you heal someone while healthy (eg. it’s a double-or-nothing kind of thing).
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I love Furin. I don't actually use it super often but it's fun. It makes the survivors have to pay more attention and be more careful/you have to play a bit differently against that. And the occasional gen grab out of phase is always a nice surprise.
@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2834411#Comment_2834411
I honestly wish Father’s Glasses was still in the game. It was way more fair than current DCB and it also helped people that have a hard time hearing than DCB.
I don't think father's glasses was really that fair tbh. But I hate current cherry blossom too. I never use that.
I agree with your reasoning behind liking the teacup though.
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I actually kinda like the idea but 16m might be a bit too short of a range. I think that'd be fairly oppressive on killers like huntress.
Maybe bump the range up a bit though and it'd be cool.
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First, self-mending is meant to be 12 seconds; I’ve never seen anyone finish it in 4 but if that actually happened to you in game then that’s a bug and you should report it. There isn’t anything that makes it faster (there are some legion and deathslinger addons that make it take longer though).
Second, it would be broken if it didn’t pause while running. It actually doesn’t pause in chase vs. not in chase, you just need to be running. Is it truly realistic the way it is now? Perhaps not. Would it be better for the game if it was? Not really.
Outside of a specific addon combo on legion, Deep Wound isn’t really meant to be something you die to, it’s just meant to slow the game down.
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Devotion 6 lvl 71.
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Yeah I don’t like new coldwind. It doesn’t feel like it fits the game atmosphere at all.
I’ve only played for about a year though, so that’s the only reworked realm that I actually played on the old version of.
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Take COH and delete it. Replace it with a new boon that does something else that isn’t fundamentally broken
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Idk, one of the survivors decided cleansing 3 dull totems was a good idea even though I already had 2 pentimentos up from the other hex perks I was using. I guess he thought I had noed or something.
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No, selfcare is fine. You can already make it a lot better just by throwing on botany. It doesn’t need to be any faster.
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There is literally zero reason to buff the nurse.
If anything her recharge addons need to be nerfed