sizzlingmario4
sizzlingmario4
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@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2805450#Comment_2805450
That thing got removed to fit in with Blight's & Legions "get stun = no fatigue"
Yeah figured as much, but I feel that for her the double stun is more than fair considering how strong her power is. If you stun a nurse mid-blink there should be a substantial reward for it.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/2805507#Comment_2805507I mean why should we change things based on lack of knowledge...?
It’s more or less a way to make it slightly less oppressive without giving it a bigger nerf, which I don’t think it needs.
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The counter to PR + DMS is simple, you just let go of the gen right before the hook.
That said, I realize this is not super intuitive and a lot of survivors have not been realizing this, so I think a simple change would be to make screaming not count as letting go of the generator. I don’t think it needs anything else.
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Ruin: No, it’s fine as it is. Ruin does a lot if the killer pushes survivors off gens and applies pressure well. Doesn’t need any changes. 50% slowdown would be way more annoying and a lot less interactive to go against.
DMS: Disagree, but one thing I would do to it is to make screaming (mainly from PR) not count as letting go. This is easily countered by smart survivors, but seems to be something a lot of players aren’t realizing and keep making this mistake which results in the gen being blocked for the entire 45 seconds. I personally like that it kicks everyone off the gen if one survivor lets go; I thought that was kinda part of the point of it.
Dead Hard: Maybe. But they said they’re reworking DH anyways.
Iron Will: I think it can stay at 100%, but should instead cause the survivor to have regular breathing sounds rather than no noise whatsoever.
Prove Thyself: Yeah, sure. That change would be fine.
Gonna also add NOED needs a rework and COH needs another nerf.
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I don’t have a problem with nurses blinking into the ground.
I do think the stun + fatigue on a pallet stun should be brought back though.
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And that’s why noed is dumb and “do bones to counter noed” is a bad argument when it involves actively preventing your teammates from using their perks and involves cleansing 5 totems to prevent a perk that in most matches won’t even be there.
@ElizaSteph said:
https://forum.deadbydaylight.com/en/discussion/comment/2804811#Comment_2804811
If the killer kicks the boon they can still get their hex. Before I could break the bones it got booned, then I got chased away and the killer snuffed it. It was the only time window I had to break the totem and I lost it, so he was able to keep the totem intact.
Hope this helps for future games whether you’re killer or survivor!! I thought noed automatically erased a boon totem so I assumed killers didn’t have them if a boon was the last totem and stayed up. All they have to do is snuff it, at least before all the gens pop. I don’t know if they get it if they don’t snuff it until after but they definitely can before :).
To answer your question, had he not snuffed the boon, then no, noed can’t replace it and it wouldn’t have activated, even if he snuffed the totem later; there has to be a dull available at the moment the exits are powered. But since he did snuff it beforehand, it goes back to a dull totem which can be cursed by noed later.
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I don’t normally mind her, but I’ve gotten tired of her at the moment because so many people are playing her right now.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2803043#Comment_2803043
No, that would be 100%. 50% of 28 seconds is 14 seconds. 28 + 14 = 42.
It reduces cleansing/blessing speed by 50%, not increase the required time by 50%.
So, since blessing a hex totem is normally 28, rather than it being 28 / 1 = 28 seconds, it becomes 28 / 0.5, which is 56.
Cleansing (or blessing a dull totem) at 5 stacks is 14 / 0.5 = 28 seconds.
Cleansing times w/ thrill:
normal: 14
1 stack: 15.56
2 stacks: 17.5
3 stacks: 20
4 stacks: 23.33
5 stacks: 28
For blessing a hex totem, double any of the times listed above.
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Yeah I noticed this as well. I got pallet saved against a bubba last night and got caught again 5 seconds later because enduring caught me off guard. It definitely did not work like this before.
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There’s a perk from Jill called Resurgence which gives you 50% healing progress after being unhooked.
If the unhooked survivor had that perk, and if the rescuer also had a perk called We’ll Make It (100% altruistic healing speed bonus for 90 seconds after unhooking someone), then the unhooked survivor would have been healed in 4 seconds.
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It depends. If there’s only 1 or 2 boxes left I might try to bodyblock like you did.
If there’s more than that I’d maybe try to get them healed first if they weren’t, but after that leave and give them a chance for hatch.
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If you miss the DS skillcheck after first unhook you lose the perk entirely. You don't get it on your 2nd unhook - that's fully intended. You can only save it if you let the skill check go by without attempting to hit it at all.
Although, there is a bug with the new wiggle mechanic that sometimes cancels the DS skillcheck, but it doesn't sound like that's what happened here.
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@ThatOneDemoPlayer said:
No, please no. You don't know how often you get a situation where going for a Shred is way too risky, but you already started the Shred. Being able to immediately M1 out of an uncharged Shred is really useful. Only thing this would do is making short-Shred easier to use while making the rest feel clunky
This is true, though couldn't the controls just be changed? Eg. Hold M2 to charge and the shred happens if you release; if you press M1 it cancels and you can then immediately swing.
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I guarantee you most people who run BBQ do so for the points. The information is just a bonus.
If the bonus bloodpoints weren't a part of the perk I wouldn't use it that much.
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I refused to play solo queue without kindred until very recently. Lately I've been trying to get used to playing without it.
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Yes 100% this should be a thing.
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@SilentShepherd said:
Imagine a world where Ghostface didn't need to fill his stalk meter to insta down you
or a Michael Myers who starts with EW3 for insta downs from the start of the match
thats what bubba is. doesn't have to stalk or do anything to start instadowning everyone.
The difference is that those two killers, once they have stalked you enough, just walk up to you and down you with a basic attack.
If I'm playing bubba, I have to rev up my chainsaw first, I can't just instadown you when you're 6 inches from a window and I haven't started revving.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2798125#Comment_2798125
Maybe change it from seeing the aura of the obsession to seeing the aura of all survivors and I'd have it be for the full 40 seconds. It could be a fun perk to run on Oni.
That could work. My other idea was giving the killer a speed boost so they're not encouraged to just sit at the hook for 40 seconds with no other objective to defend. But I like your idea because that makes it harder for survivors to just wait it out.
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It's mostly that it can be relit over and over and over again, although I think the healing speed is a problem as well.
You cannot make COH balanced with numbers-only tweaks unless you make the perk garbage.
Meanwhile, if you add some kind of cooldown after snuffing or anything else like that, then that negatively affects the other two boon perks as well, which aren't overpowered and don't need nerfs, so then you'd end up having to change them as well.
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I've gotten to the point where I don't play killer seriously on RPD. At all.
If I get it as survivor I'll play it but I'll still hate it.
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@N8dog said:
I think ruin shouldn't regress a blocked generator. That's the REAL problem in my opinion. DMS shouldn't give you a full gen regression.
Ruin does not regress a generator that's been blocked for any reason. Ruin + DMS is not a good combo. (It will still appear to spark, but it's not losing any progress.)
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I’d be okay with it but the limit needs to be pretty high to ensure there aren’t cases where trials end prematurely with no hostage taking. I think 25 minutes would be pretty reasonable.
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If someone dcs that quickly I just two-hook and farm.
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The whole “overcharge to go” thing is something I still find stupid tbh. But if you’re going to change skill checks in general, just make it so you’re not allowed to let go of the gen until the skill check is resolved, unless the killer grabs you in which case you auto-miss it.
@Pulsar said:
I would support this change.
Also, a QoL update to Dead Man's Switch. Have it block the gen only if all Survivors get off of it. Currently, if two people are repairing and one lets go, it's blocked. That's dumb.
I think a simpler fix to the PR/DMS thing is to just make screaming not count as letting go. As stated this already has a counter but it’s not something a lot of people are picking up on, at least from what I’ve seen. I don’t think the “one survivor letting go blocks it for everyone” thing is a problem tbh.
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I wouldn’t call BNPs toxic, just boring and kinda lame. Either way they need to be toned down.
So do toolboxes in general really. Their sabotage capabilities are fine but the repair speeds they enable aren’t.
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@[Deleted User] said:
I agree. Most of the time when i play survivor they never get snuffed and it gives you an unfair advantage. Like killer, please snuff it ;-;
If the survivors use them correctly and are strategic about when and where they place them, then snuffing isn't worth it.
The problem is, the only way COH is going to be balanced without changing anything about the general boon system is by making COH complete trash. But if you change general boon mechanics, then it nerfs SS and expo which don't need to be nerfed.
The whole thing is just a mess tbh
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Bloodhound isn't good but it's not the worst since it doesn't have anything that actively works against you.
Stares at Dying Light and Predator
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NOED
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Because COH is extremely popular and overpowered and instadown killers are an efficient way to deal with it.
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He’s been dead for quite a while unfortunately.
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Putting Feng in C tier?
0/10 smh
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Bubba is one of my favorite killers if they play normally.
Unfortunately there seem to be so many camping bubbas these days that lately whenever I’ve tried playing him around half the time the survivors just give up almost instantly and don’t even try, even though I’m not camping.
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I understand that hiding the survivor names has some benefits as you described, but it creates several other problems that others in here already detailed.
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Yeah that was a good change.
I don’t main PH but I do enjoy playing him so I didn’t mind it too much but it’s still nice being able to do it more reliably in a single match now.
With the old one I just ended up caging people to get the challenge done, even if it would’ve been better to hook.
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@DesignDad said:
Some good points in here! Having to do that 4 times is a bit much, especially against survivors who know how to play against Pyramid Head. It should be pretty easy to lower the number, we'll look into it! 🙂
Thank you so much for getting this changed! 2 cages is much better.
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Hag's ability to effectively camp from afar (especially the basement) with her traps near the hook is definitely a problem. I don't think it's an issue for trapper though since he can't just teleport to it. (Tbh, I don't even like the basement as a concept in general, but that's another topic.)
Bubba is hard to address in regards to facecamping because you can't really fix it without either nerfing his power when not being used for camping or without it being exploitable by survivors, even if the killer doesn't intend to camp. I'm waiting to see what BHVR does with general facecamping changes before I make any more suggestions for bubba specifically. His power in a chase though is absolutely fine and does not need any changes.
Judith's tombstone is fine, and you should not be allowed to use a locker to avoid it. Tombstone piece needs a nerf though.
Alchemist ring, yes, I agree. My proposed idea was making it so that after a hit you get your tokens back twice as fast, but not instantly.
Rusty shackles is...probably not overpowered, as much as I hate to admit it. It's just extremely annoying and not at all fun to go against. What I do think needs some changes is Mint Rag.
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Father's glasses was a stupid addon. It had no counterplay other than not getting injured.
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It’ll look better, since the art team pretty much always nails it.
House of pain probably gets breakable walls, and main building might get the same with the god window (the one that currently doesn’t spawn anymore) so it isn’t a god window.
Hopefully they reduce the fences a bit.
And that’s about all.
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15 seconds of exposed is too short. I’d bump it up to at least 30.
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@ReverseVelocity said:
I agree, ever since the first hotfix I haven't seen a spot where a survivor has been unhookable. 33% of the current wiggle is too harsh of a nerf, it should be at least 50%.
https://forum.deadbydaylight.com/en/discussion/comment/2798255#Comment_2798255
Isn't it meant to be a sabo perk? Sabotage existing is the whole point of the perk.
It does synergize well with sabotage, yes, and that’s fine. What I’m more referring to is the ability to take advantage of that repeatedly with no counterplay option for the killer other than slugging (usually if you see a sabotage coming you can often just go to a different hook but that’s not always the case here) and that even if there is a hook at the top of the library, what are you gonna do once you have to kill someone there? That hook’s not coming back, and old boil over would then once again be problematic.
Anyways, I’m pretty sure they intentionally chose 33% because that was the highest it could be without it ever being stronger than the old version. 33% of current wiggle means that if the survivor’s wiggle progress is at 75% or more, the killer falling from a height would make you instantly wiggle out with both the old and new versions. At anything less than that, the bonus you get is smaller than it was before.
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It shouldn’t get nerfed again after next update.
But simply adding hooks to problematic areas and leaving boil over’s 25% height bonus completely unchanged wouldn’t have been enough to balance the perk since sabotage exists and hooks break after a sacrifice. Not to mention breakdown exists.
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It's too little reward for what is required to activate it, and it's an all or nothing perk; you either get the 40 seconds or you get 0, unlike NWO which scales up with each token.
NWO also lasts longer, so there's virtually no reason to use grim embrace over it unless you want to run both of them or you care about the obsession for some reason (eg. maybe if you pair it with rancor).
I've tried getting grim embrace to work a few times, and every game it either didn't activate because I was struggling and I lost, or it activated when I didn't need it/I would have won without it.
That said, I actually don't like the idea of increasing it to 60 seconds, because that means the killer can actually facecamp an entire hook stage for free. I don't have a problem with this for NWO because it's endgame, but a midgame perk shouldn't do that. So I'd rather give it an additional effect of some kind (or rework it entirely) rather than increasing the duration of it.
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Tbh I’d kinda like to experiment with slinger moving at 4.5. I’m not entirely sold on making him 4.6, but he needs something.
Huntress and trickster need to be 4.4, their powers would be too strong if they were 4.6 (especially huntress). I do think trickster needs some help, but increasing his base movement speed isn’t the way to do it.
Plague being 4.6 is fine as is. She’s actually in a pretty good spot right now.
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I've been running PR/agitation/starstruck on Artist.
Funny how quickly they stopped bodyblocking.
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@Sonzaishinai said:
It's kinda weird as it just incourages more bleed outs.
Like if i carry a survivor and 2 survivore come bodyblock forcing me to drop the survivor why would i ever pick them back up. If they are the last survivor it just becomes a case of letting them bleed out
Agreed lol.
Like imagine a scenario where this happens in endgame, so you drop the survivor.
The others could now, in theory, run to the exit gate which let's pretend is super far away, and just open it and leave.
Now the survivor you dropped just slowly crawls halfway across the entire map and crawls out, right in front of you, and you can't do anything about it because they'll wiggle if you try to make a hook.
This change creates potential scenarios where leaving a teammate on the floor can be optimal play and doesn't have any consequence as long as you get them within four minutes. That's why I don't like it.
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STBFL doesn't need any changes.
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@Brimp said:
I thought wiggle regressing was only while you're carrying the survivor and you stop wiggling.
It’s both that and while slugged.
It just didn’t matter in most matches but when it does it can make a pretty significant difference.
@Akumakaji said:
Because anti slug, I guess?
If anything I’d say this encourages slugging since you can’t pick them back up if you dropping them made them close to wiggling out.
With the old system you can go back and hook eventually.
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Yep, it doesn’t regress anymore.
It’s a stupid change despite 80% of players apparently not even knowing about it.
If you drop someone because of something like what you mentioned and the survivors are too negligent to get that person up, then they shouldn’t be able to escape for free.
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Ever since boons I just stopped running inner strength or anything involving cleansing totems. Not worth screwing over my solo q teammates.
I don't bring COH either because I don't think it's a fair perk, so I mostly just don't touch totems as survivor nowadays unless they're hexed.
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Welcome back.
Wish your first game hadn't ended like that though.