sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Demo’s being “fully charged” shreds is so annoying.
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If you use an obsession perk that increases your chances then it will cancel out the decreased chance the ring provides; eg. you’ll have the same odds of being the obsession as you would if you hadn’t brought either of the two.
If you don’t use any other obsession perk with the ring, then you’ll never be the initial obsession unless every other survivor also has something that decreases their chances.
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My guess is they were probably worried about stacking the two addons.
Imo, buff solvent jug to 1.5 and then increase makeup kit to 2.5.
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Adrenaline doesn't need a nerf other than removing it waking you up against Freddy. Why does a perk have an effect that only does something against one specific killer? That's dumb.
BT doesn't need a nerf.
BTL while I agree is a bit nutty with strong toolboxes, would be pretty bad if it was 33% every time. My idea was to reduce the time in a locker to 10 seconds, but also reduce the regained charges to 75/50/25%.
COH needs a complete rework or it should be scrapped and replaced with something completely new.
DH should either have distance with no invincibility or invincibility but no distance. Not both. Also using DH to go over bear traps should be removed entirely.
DS doesn't need a nerf. Your change doesn't really work either as it would be very easy to cheese (especially with certain killers like Pig who can just crouch and follow the survivor for 15 seconds).
Survivors with IW should still require air; that is, they should make normal breathing sounds while injured instead of the grunts of pain. This change targets IW against Spirit and also prevents it from completely countering stridor. Simply nerfing the number below 100% and leaving it at that would make the perk not very good.
PT repair speed bonus should be reverted to 10% the way it used to be before the gen efficiency nerf.
UB I don't think really needs a nerf but if I was going to nerf it I'd just reduce the recovery speed bonus slightly. But I think it's fine honestly. (EDIT: That said, DS/UB is extremely stupid and boring)
I also think WoO got overbuffed and should've just been 24m with no cooldown.
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No “numbers-only” nerf will fix the perk without making it not worth using anymore. But that’s the problem with the entire system really - because the killer has little counterplay beyond snuffing totems (which can be relit infinitely) the perks can’t be that strong or they’d be overpowered. It’s also (mostly) the only boon that has adverse affects far away from the killer which is the main issue with it.
@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2819080#Comment_2819080
Making CoH 50% healng speed wouldn't put CoH's self care to 32 seconds. By default self caring takes 32 seconds to heal, then CoH boosts your healing speed by 50%. So you would end up at 24 second healing (if my math is right).
It’d actually still be even faster than that; you’d end up at 21.33 seconds to heal:
Default healing speed: 1
Required charges: 16
Add bonuses first then apply penalties multiplicatively:
50% bonus healing speed: 1 + 0.5 = 1.5c/s
Selfcare penalty (50%): 1.5(0.5) = 0.75
Time to heal yourself: 16 / 0.75 = 21.33
If healing a teammate instead, just skip the selfcare penalty:
16 / 1.5 = 10.67
So yeah, 50% increased healing isn’t really enough of a nerf either. Making it truly like selfcare means removing the healing bonus entirely, which would fix it but then it’s obviously pretty terrible at that point.
(Fwiw, what would create approximately 24 second selfheals would be if the perk was nerfed to 33%; this would be the equivalent of botany + selfcare.)
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Adrenaline is good but overrated.
Stakeout is underrated against most killers.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2818123#Comment_2818123
So you want BT to be a base mechanic which gives 2 seconds Endurance? This would just buff camping.
I think he meant make it basekit for some amount of time, and running the perk would add 2 additional seconds to that
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My guess is she’ll end up releasing as-is and she’ll get a buff later down the road. There’s no reason to believe she would be nerfed at all.
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Honestly idk what happened to it but I'm not really worried about it. I don't think moris are in a bad spot right now.
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It’s a bug, overcome isn’t supposed to activate at all if that happens
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I like the gift hatch one from the winter event.
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Map offerings wouldn't be an issue if the maps themselves were balanced
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Can't believe I'm saying this, but for once I agree with Sluzzy.
No but seriously, this is stupid and needs to be changed. The addon itself is actually really cool but being able to do this with it is not.
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Yeah that would be fine.
It affects Artist as well actually.
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Coup - Maybe but then it should probably be reduced back to 60%.
Bite the Bullet - Sure.
Repressed - Doesn't need any changes.
COH - Idk either. To make it fair with a numbers-only tweak it'd have to be nerfed into the ground pretty much. The whole system of boons kinda dictates that the perks can't be very strong. Tbh I wish they'd just delete it and make a new boon from scratch to replace it.
BT - That doesn't work because it actually betrays survivors who got unhooked without it; that is, if the unhooked survivor has collision the killer can see that and know they don't have BT and just down them. Having no collision should 100% be a thing if it becomes basekit though.
DH - Maybe.
NOED - That doesn't fix the problem most people (including myself) have with it. The perk isn't overpowered, just extremely badly designed. It needs a complete rework, not a nerf.
DS - Doesn't need any changes.
Blood Echo - It'd still be too weak even with no cooldown. Hemorrhage doesn't do hardly anything so survivors without exhaustion perks basically aren't affected by it. It needs another added effect to be worth using at all.
Brutal Strength - Doesn't need a buff to pallet breaking speed. The picking up survivors part might be funny though
Claustrophobia - Sure.
Hangman's Trick - Probably not enough to make it viable but it'd be something.
Lethal Pursuer - Bitter murmur already does that
MYC - Doesn't need any changes.
Trail of Torment - Sure.
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Only possible explanation is she or a teammate she had recently been nearby had vigil so it wore off before you hit her.
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Boons are super fragile since the base system of how they work pretty much necessitates that the perks themselves can't be that strong or they'd be straight up unfair. SS probably does this best while Exponential and Dark Theory are overall weak. COH needs to be nerfed again or reworked.
Scourge hooks I mostly like although I wish they couldn't all spawn on the same side of the map. But I guess that's the tradeoff for it/they're meant to be RNG. Gift of Pain needs a buff, Pain Resonance is fine, and Floods of Rage is most likely going to be fine.
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@RakimSockem said:
Exponential doesn't require the killer to be near to work actually so..... boons have nothing to do with killer proximity
It still has very much to do with killer proximity most of the time. If a survivor picks themselves up with expo, it's usually because they either got slugged in the totem's radius or near it, which (generally) means the killer was at least somewhat near the totem at some point and didn't snuff it (or didn't know it was nearby).
Now obviously if you slug a survivor that's further away from it for a super long time they could crawl to it and recover but that doesn't happen very often since crawling speed is so slow + at that point someone else might be helping them anyways.
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Yeah, that’s the thing. If COH didn’t exist, boons wouldn’t be a problem really.
If the killer isn’t near dark theory, the killer doesn’t care about it.
If the killer doesn’t slug in or near exponential, the killer doesn’t care about it, unless he slugs for so long that the survivor could crawl to it. If they do slug near it they just put the totem out.
If the killer isn’t near shadow step they might miss out on an aura from across the map or not see scratch marks from further away. Good effect, but not broken.
If the killer isn’t near COH, survivors heal across the map very quickly and maintaining pressure is that much more difficult, and the healing speed is increased by so much that it + the ability to selfcare becomes broken.
I’ve been saying this, but you can’t fix COH with numbers-only tweaks unless you completely nerf it into the ground to the point that it sucks.
You could change the general boon mechanics to balance COH but then you’d have to adjust all the other boon perks too to prevent them from being too weak. I’d rather just nerf/rework COH.
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I'm a survivor main, but as a killer, if I see macmillan, autohaven, crotus prenn, yamaoka, or dead dawg, I'm okay with it. I'm also generally fine with lerys and midwich unless I'm playing a killer whose power suffers greatly from indoor maps. Everything else is annoying and RPD is usually a DC.
As a survivor, I don’t really care as much, but I don’t blame the killer for tunneling/camping if someone sends us to an annoying map for them. I never bring haddonfield/preschool/RPD as survivor.
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Yes it works against Haunted. It cuts it down to approximately 46 seconds assuming both perks are tier 3.
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@Ryan489x said:
It's killer sided depending on what killer you're playing.
If you're playing as the doctor, you can shock players through the floors and it feels like it hits you from anywhere on the map If you're against a huntress there are a lot of tight hallways that you can't dodge hatchets very well. The hook spawns can also be really bad in it. 3 hooks down the same hallway,
Can we all agree that RPD is bad for everybody? I think the map is cool and all but it's a pain to play on both as survivor and killer.
Sometimes my game randomly crashes when I see RPD. I wonder if it’s a coincidence.
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There are some safe pallets but there’s also a lot of unsafe ones and hardly any good windows. Gens are also hard to find and a lot of hooks are in unsafe areas.
If I get midwich as killer I almost always win.
That all said, I enjoy playing the map on both sides.
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@Cameragosha said:
Now BHVR are survivor sided , so sadako will get nerfed.
She’s not going to be nerfed, lol. She’s the weakest killer we’ve had in a while.
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If it actually healed from deep wound straight to healthy that’s probably a bug.
Any other auto-heal in the game like inner strength or adrenaline would’ve just removed deep wound and left them injured.
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@Edilibs said:
https://forum.deadbydaylight.com/en/discussion/comment/2810704#Comment_2810704
Yeah Thanatophobia is decent on pentimento builds. The problem you have to look out for however is that survivors will rush and power through the gens, yes even with Thanatophobia. So the question is how good is your pressure with no Ruin being up and survivors ability to just plow through the gens? The build "does" waste alot of time if a survivor is commited to booning or cleansing totems so i like it
Yeah you have to get a good start and get survivors infected quickly or it falls apart. You basically trade having no slowdown early game to having a ton later on.
In that particular match, the first 3 gens flew by and then the game slowed to an absolute crawl and I got the 4k.
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I don't actively go for 5 stacks when I use it, but it happened anyways once.
I played plague with thrill of the hunt, thana, plaything, and pentimento.
I got 1 stack early on and it didn't get cleansed and then all the playthings got done so I was able to get all 5. But the point was that they basically had to choose between being Oblivious during corrupt purge or wasting a bunch of time on totems, since thrill and thana stack with each other (if everyone is injured and Thrill is at 5 stacks, it takes 35 seconds to cleanse any totem).
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When I think of anti-loop I think of killers that have some kind of attack or ability that hits across loops/over pallets (eg. Artist, Pyramid Head, Huntress especially if it's a short loop that's basically worthless against her) or killers that can deny pallets or windows like Doctor's shock or Pinhead's chains.
Nurse technically is anti-loop? But she kinda gets her own category anyway.
I don't really consider killers like Blight and Spirit anti-loop, Blight just has high mobility around loops (and across the map) which makes him really good and Spirit is basically the same except you can't see her doing it.
This isn't a comprehensive list of every killer but that's just some examples.
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Imo despite the buff, it's still the worst one since blood favor isn't garbage anymore. The buff only affected killers with special attacks/alternate ways of damaging survivors. For M1 killers it's no different than it was before.
It can be a okay perk against solos, but it doesn't do much against a SWF because Blindness in general just doesn't hurt them as much due to their increased communication and coordination.
That all said, I don't really know what could be done with it/how to make it better without making it too strong or changing the core identity of the perk.
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BT in its current iteration as a perk I think is fine being 12 seconds.
However, should it ever become basekit, it would need to be nerfed, though I’d rather go the route of making survivors lose collision temporarily so it can’t be used to prevent the killer from going after someone else, rather than shortening the duration. This solution doesn’t work in its current form, because not losing collision would be a dead giveaway to the killer that the rescuer doesn’t have the perk.
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I’ve had people do it against me knowing I have Pop just so I wouldn’t get it. They also waited to dc until I had actually carried them to the hook but did it right before so I didn’t gain those extra few seconds.
Other than that, idk. Like you might as well get your bloodpoints.
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The addons that increase noises need to be reworked as well. Forever Freddy was a problem and needed to be removed, but what those addons got replaced with is pretty lackluster.
Pretty much the only good addons for freddy are the sketch/masterpiece addons and the paint brush.
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I played like 12 matches tonight and 2 of the killers had noed, which seems pretty normal. Both were on nemesis, ironically. First game it was almost immediately removed after the gens were done before we even got the warning and it did nothing; second one got him a 4k with it instead of what probably would’ve been a 3k.
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This is absolutely the worst time to be a new player and I'm sorry the matchmaking system handles new players so poorly right now. I hope this gets addressed soon because this is ridiculous. You should not be getting matched with those teams.
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Since there usually aren’t bugfix patches between a PTB and chapter/midchapter release, and the PTB is tomorrow, she very well might not be back for 3 more weeks since that’s when the new chapter would go live typically.
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Can confirm this has been a bug since the midchapter patch.
I have a video of it here: https://www.youtube.com/watch?v=d6XowW5rQ94
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Another thing you could do is increase the noise of Survivor footsteps.
That said, you could probably add that and everything mentioned above and people probably still wouldn't use it.
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Something worth mentioning since he was brought up a couple times; I’m pretty sure vigil’s hindered reduction actually doesn't work against freddy the same way it apparently does with clown. When you step in a snare, the status there has no visual timer either (the same way it doesn’t with myers). It just goes away after a few seconds. Same thing for waterlogged shoe hag.
I think it does work against compound 33 though.
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If plaything is the first hex cleansed then yes it will move that survivor’s plaything to the undying totem.
You can also do it with pentimento if a dull totem is broken first, so pentimento gets transferred to a totem that was never rekindled and you end up getting it twice on the same totem (the entity won’t consume it the first time).
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/310323/plaything-on-pig
Plaything on the majority of the killers scares the ######### out of me. Plaything bubba Is a heart attack
I run it on bubba all the time and I love it.
Lost count of how many survivors I chainsawed on totems.
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You leave blood going into a locker but it fades away. If you pull someone out of a locker and there was blood at the entrance, they weren't in there for very long.
At least it's been that way since I started playing last year.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2808214#Comment_2808214
If you shine a flashlight on her traps it gets rid of them and you can run without wasting time worrying about them.
Assuming you brought a flashlight into the match, yeah. But you can't know you're going against a hag ahead of time.
If the only counterplay to a killer is bringing a certain perk or item beforehand, then something is wrong.
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Hag and Twins. Hate them more than anyone else and I'm glad almost nobody plays them.
Hag is just "don't step on triangles and you get put in basement gg there's basically no counterplay since she either teleports back or you crouch out and she walks back instead." Also doesn't go for a lot of chases which makes her boring.
Twins can't reliably win without mass slugging which isn't fun for anybody.
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DCing survivors should grant tokens, yes.
Other than that, BBQ is fine.
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Wait really?
Lmao. Yeah vigil should not work that way with clown.
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When someone is on hook you need to be 10 meters away before you can put a bird down.
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I used most of it to finish getting all perks on bubba.
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I swear something changed with Midwich hook spawns. They’ve been consistently terrible lately.
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If I know where the 4th survivor is I will, but otherwise I’ll usually just pick up and hook. Most of the time, I don’t care if the last survivor escapes or not and I’d rather get into the next game. I end up letting the last survivor out anyways a lot of the time.
Typically if I do slug for 4 it’s either because I have a challenge and I have to, or you were toxic all game, or I know for a fact that you weren’t helpful to your team/hid in corners and didn’t do gens and therefore I don’t want you to escape, or because you sent me to haddonfield/preschool and still lost.
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Sure, make it 30 seconds.