sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Map offerings are not a problem. The maps not being balanced is a problem.
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@WeenieDog said:
So while watching a stream, I noticed that in this instance the wiggle bar didn't completely fill up and they still got off the killer's shoulder? Has anyone noticed this happen to them when using the perk?
https://clips.twitch.tv/RenownedHyperPuddingBuddhaBar-t8Lq1M_JEygPjj5Y
https://us.v-cdn.net/6030815/uploads/EUPOCIXLJ0VP/wigglebug.png
This Killer probably realized they weren’t getting to a hook with boil over and tried to drop the survivor which instantly grants additional wiggle progress. In this case, it would’ve been enough to wiggle out.
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There’s also still some cases of his chainsaw having no sound from the survivor pov while it is being revved up even though the survivor is very close by.
Haven’t been able to find any pattern for this but it happens probably once a game on average.
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This isn't a bug.
The reason you weren't able to bless that totem is because that actually wasn't a plaything totem - that was a pentimento totem which had already been rekindled (you can tell because they actually look slightly different - it's hard to see but it has more of a reddish flame effect than usual).
Rekindled totems cannot be blessed, which is intentional - your only option is to destroy it.
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It really didn’t do hardly anything tbh.
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@Mileena_Kahn said:
https://forum.deadbydaylight.com/en/discussion/comment/2779624#Comment_2779624
Iron Grasp, Agitation, Oak offerings.
If you are forced to use these perks to counter one specific perk that the survivors may not even have, and that specific perk has no other realistic counterplay given the right map, then that perk is a problem.
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Making keys basekit doesn't suddenly make NOED any less unhealthy for the game.
It's like people saying we should bring back old undying because COH is busted. Old undying was busted and reintroducing it now means you have 2 busted perks instead of just 1.
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DMS is already extremely good on certain killers and if anything might be too good.
Can they go to another gen? Yeah, they can, but that’s time spent traveling to another gen and then going back to the first one to finish it later. And what happens then if that second gen gets blocked too (possibly by a teammate)? More time wasted doing nothing.
Even if you don’t get a gen blocked for the full 45 seconds, it absolutely does slow the game down as long as you are consistently getting hooks and ending chases.
That all said, if you’re having trouble getting value out of it then I recommend trying it on killers like artist, freddy, doctor, or even nemesis with his zombies forcing people off.
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@Lakshya01 said:
https://forum.deadbydaylight.com/en/discussion/comment/2776733#Comment_2776733
it's not game breaking , but it will make these perks more useful , every one running dead hard why because it has a secondary button si whenever they want they trigger it
All three of those perks are already super good. You just don’t see lithe and SB more because everyone runs DH.
But it’s DH that needs to be nerfed, not lithe and SB being buffed.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2777628#Comment_2777628
I know. Two of the most well known forum members swapping identities could be too much for people to handle.
The worst part is your names are about the same length.
Threw me off too and I’m sure it will for the entire week.
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Just because it got shown to you that you were exposed doesn’t mean there were exactly 3 tokens; there could be more if the killer didn’t hit anyone since getting 3.
That said, devour will generally be revealed by most special attacks (there are a few exceptions) even if they don’t instadown you, but you can hide it if you avoid attacking survivors (eg. pull someone out of a locker or get vault grabs). (NOED however only shows on basic attacks.)
If you’re sure the killer couldn’t have possibly had 5 tokens/there weren’t even 5 hooks yet and there was no mori offering or rancor then it’s either a bug or a hacker.
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@Tsulan said:
Just a friendly reminder to not complete gens while a teammate wears a trap.
*Laughs in Ruin*
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2775599#Comment_2775599
Let me know how it went :)
Well I just tried it and this is what happened, lol. Game ended at 3 gens with the last two DCing back to back when they realized the game was over.
Constantly got generators being blocked on the other side of the map just by going into phase and even got a gen grab out of phase on a survivor who realized what I was doing and didn't want to let go.
I could have been even more evil and ran PR with it but I decided not to.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2776216#Comment_2776216
Not just you, I nominate a bunch of people to do it. Mainly the ones that doubt me.
I’m sure we could get some more people to agree.
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If you fail, you have to play 10 consecutive matches of clown with no perks or addons.
If you succeed, then I will do the same.
Deal?
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Given the right map, and the right perks (eg. if like you said the survivors run soul guard/no mither/boil over, or even an inconveniently placed exponential totem in some cases), there is nothing you can do outside of trying to bleed survivors out unless you happen to be playing someone like PH or tombstone myers.
But playing a specific killer and/or having a specific perk should not be viewed as practical counterplay for a perk on the opposing side. You can’t just change your Killer midgame once you realize they may have been better suited for the situation you have in front of you.
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I feel like the only reason this doesn’t get complained about more is because it’s not really all that common.
That said, I don’t really have a problem with locker saves UNLESS it’s 2 adjacent lockers with 2 survivors who both have flashlights because that has legitimately no counterplay if the survivors don’t mess up, and it would be awkward to fix that without either having to change a bunch of locker spawns throughout the game or removing locker saves entirely.
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The charges on a key are primarily for aura reading abilities; HOWEVER a key needs to have at least some amount of charges left to be able to open the hatch, but it doesn’t matter how many as long as there is something. A key that’s been fully used up and doesn’t have any charges left cannot be used to open the hatch. This was a minor nerf to keys which took place shortly before the hatch mechanics were changed. If it has 1% of its charge left, that’s good enough, it just can’t be at 0.
If a survivor drops a key because of Franklins and it is not picked up before losing all of its charges, then it cannot open the hatch anymore.
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Definitely gonna try this. Interesting idea.
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Update - see below for video demonstration of me hitting the skill check and the generator still losing progress:
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2775480#Comment_2775480
Regarding Artist - think of it this way.
PR does not proc DMS afaik. Stay on gens until you get birded, then leave. Keep in mind that the 'block' protects the gen from regression (it should also stop the mini pops, but I'm not sure about this). If she's sending birds to gens, she isn't using birds to camp.
If she's face camping the hook, bum rush her. She has no power near hooks and is a straight up M1 killer. If she's proxy camping, this is even easier as you can likely bait her into a chase while someone else rescues. Send someone with BT, DS or similar.
DMS is strong on Artist, but I don't think it's any stronger than other perks.
Camping overall is too effective a strategy though.
I tried PR with DMS on wraith last night and if the survivors don’t let go of the gen when you hook someone, it not only triggers PR with 15% regression, the scream counts as them getting off and then immediately triggers DMS for the full 45 seconds AFTER losing the 15% (in this case, the block actually does not prevent it). It’s crazy.
This is part of why I’ve been saying to let go of the gen for a split second when someone’s about to get hooked so this can’t happen as easily.
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I often find myself caging survivors in situations where I normally wouldn’t just to get the challenge done.
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Tbh the PR/DMS combo may just turn into the new ruin/undying/tinkerer lol.
I’ve already played multiple games against it and it seems to be pretty good so far.
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Yeah this event is cool. Extra points and cosmetics that both sides can equally participate in, no snowman tanking hits or anything that adversely affects gameplay for one side. Good work BHVR.
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This is not a bug - 4 seconds off is exactly what it's supposed to be.
The way Wake Up works is that it increases opening speed by 25%, as you stated. An exit gate normally requires 20 charges to open, and a survivor's default opening speed is 1 charge per second. Wake Up increases this to 1.25.
So normally, it would be 20 charges / 1 charge per second = 20 seconds to open the gate.
With Wake Up, it becomes 20 charges / 1.25 charges per second = 16 seconds to open the gate.
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@Tishus said:
Yep, that perk ######### up the game balance witch only made the game insane toxic. Most of the killer take a brake or quit so now the few ones are lobby dodgin resulting in 30 or 40m seaeching for games.
I mean it sucks too because the perk needed a buff, but the way they chose to do it only really helps for abusing it and it’s still not much better if you’re just trying to play the game normally.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2770651#Comment_2770651
What's especially grinding about this is that I really wanted to attempt a fun new challenge during the event, and I've already had to discard two matches because of the butt turkeys doing this.
Yeah I read your post and was planning to do it too, just gonna delay it a bit.
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I’m intentionally playing only survivor for a couple days so I don’t have to deal with it.
Not to say that it won’t still be a problem in a few days, but I kinda expected it to happen a lot right away.
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@Thr_ust said:
https://forum.deadbydaylight.com/en/discussion/comment/2770033#Comment_2770033
It’s hilarious to me that instead of just buffing the makeup kit too. They come to the conclusion that the jug doesn’t need to be buffed.
Agreed lol. They should have just made makeup kit 3 seconds, or if stacking them is too much, make it 2.5 and solvent jug 1.5.
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The thing is, it’s hard to really fix him directly because any restriction like “he can’t use his chainsaw within X meters of a hooked survivor or for X amount of seconds following an unhook” is highly abusable even if that killer isn’t trying to camp.
At this point I think we should just wait until BHVR does whatever they end up doing with facecamping in general, and if bubba is still a problem go from there.
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What’s funny is the long guide bar buff DID go through, so bubba literally has the same problem.
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You need to play a match BEFORE the update, not after.
"Anyone who has ever played The Cannibal by the release of the Mid-Chapter update will be awarded 6,000 Iridescent Shards to compensate for their removal."
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The whole map is just really boring for both sides honestly.
You have dozens of pallets and almost no windows, and a bunch of those pallets are completely safe/can’t be mindgamed, so the killer breaks it and the survivor runs to one of many more pallets they can reach. If the game goes too long/the survivors are inefficient at doing gens then eventually the whole map is a deadzone, but that doesn’t usually happen.
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Honestly, sure, I might try it. It’ll be something different.
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My prediction is that you will see boil over for a few days and then beyond that it’ll be something you see in bully squads and that’s about it. In most “normal” scenarios, it’s not much better than it was before, but on certain maps it may create hook deadzones/more abusable spots like RPD library, which I’m not looking forward to.
I think DMS will be borderline meta on some killers if it doesn’t get nerfed. It won’t appear as often as your typical ruin/undying/pop/corrupt intervention but I am expecting to see it a fair amount (and at the very least it will be used more often than before). I am a bit worried it may be too strong on Artist, but I will wait and see how it feels before making a definite opinion on it.
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Well ghostface is one of the worst killers in the game for a reason.
Also you forgot billy.
Yeah, bubba can instadown, but he has to rev the chainsaw and gets countered a lot by windows (please run bamboozle on him).
Myers does have to stalk you for instadowns, but once he does, he can just swing - no chainsaw revving required (and he has a bigger lunge in EW3).
I’m going to word this carefully because I’m not denying his ability to ensure a kill by facecamping - bubba’s ability while used in a chase is completely fine and no changes are needed.
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Although it might be a fair trade in the best case scenario, corrupt sometimes doesn’t work or can even backfire, depending on spawns and the gen layout. It’s also risky with any kind of hex totem other than the ones that don’t appear at the start of the match.
Also if it were to be basekit I’d imagine hiding for 2 minutes would become meta in swfs and maybe some solo games as well, which is extremely boring and something I personally hate doing as survivor.
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It is pretty annoying with devour since it’s not always lit up so you can’t tell right away.
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It happens when ruin is cleansed with undying active (meaning ruin doesn't actually deactivate). The gen stops regressing but can't be kicked and will stay at its current level of progress until a survivor touches it and lets go again.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2766024#Comment_2766024
Thank you! It took a ton of research and thought behind it.
I should've complained about haddonfield being in the same tier as coal tower smh
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Thanks for taking the time to make this
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Only being able to use it once per totem isn’t the problem with it, it’s that boons hard counter it.
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Yeah eyrie totem spawns aren’t good.
I also don’t like how on some maps totems have guaranteed spawns (where certain tiles always have them).
Example: if there is a hill tile on ormond, there is a totem. 100% of the time. Not joking.
Example 2: if there is a TL wall on any variation of autohaven, there is a totem, 100% of the time.
Go check next time you play.
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I honestly expected it to be lower than 50% but I’m not surprised that cowshed is at the bottom.
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This is the math for the old version and the new version, with and without sloppy butcher:
IN ALL CASES:
Default healing speed: 1c/s
Charges required to heal 1 health state: 16
OLD COH:
100% increased healing speed (adds 1c/s) -> 2c/s
If you are healing yourself, there is a 50% penalty: 2c/s * (1 - 0.5) = 1c/s
To heal a teammate in COH: 16 / 2 = 8 seconds
To heal yourself in COH: 16 / 1 = 16 seconds
If the killer has sloppy butcher, a 20% penalty is applied in either case:
2c/s * (1 - 0.2) = 1.6c/s
1c/s * (1 - 0.2) = 0.8c/s
To heal a teammate in COH with sloppy butcher: 16 / 1.6 = 10 seconds
To heal yourself in COH with sloppy butcher: 16 / 0.8 = 20 seconds
NEW COH:
75% increased healing speed (adds 0.75c/s) -> 1.75c/s
If you are healing yourself, there is a 50% penalty: 1.75c/s * (1 - 0.5) = 0.875c/s
To heal a teammate in COH: 16 / 1.75 = 9.14 seconds
To heal yourself in COH: 16 / 0.875 = 18.29 seconds
If the killer has sloppy butcher, a 20% penalty is applied in either case:
1.75c/s * (1 - 0.2) = 1.4c/s
0.875c/s * (1 - 0.2) = 0.7c/s
To heal a teammate in COH with sloppy butcher: 16 / 1.4 = 11.43 seconds
To heal yourself in COH with sloppy butcher: 16 / 0.7 = 22.86 seconds
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Generally, there is no restriction on Haste effects stacking for killers. (For survivors there is, eg. you’re not allowed to stack hope and blood pact to run at 114%, you would still only have 107.) But yes, NOED and PWYF do work together.
Bloodlust does stack with Haste, and everything you mentioned above will work with tombstone.
The speed boosts from PWYF and NOED do apply to your movement speed during a chainsaw sweep, but you will lose a token of PWYF for every individual chainsaw charge that you use (so using all 3 charges will fully deplete PWYF tokens).
You lose bloodlust if you use your chainsaw, so that doesn’t work.
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First off, they didn’t confirm they would make BT basekit. They only ruled out basekit DS and left it at that.
That said, if BT actually became basekit, it would be very easy to tweak. It could have a reduced duration and you could then remove collision from survivors under its effect to prevent bodyblocking with it. This doesn’t work right now because it would betray a survivor who was unhooked without it (eg. check if a recently unhooked survivor has collision; if they do, just swing and down them) but that isn’t a problem if everyone has it by default. There are plenty of ways to make this work as a basekit feature, it would just need to be accompanied with other survivor nerfs/killer buffs to balance it out.
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Well it’s a good start and a step in the right direction. I suspect that it’s not enough, but let’s see how it goes when the change goes live.
For comparison:
Old COH: heal a teammate in 8s, heal yourself in 16s
New COH: heal a teammate in 9.14s, heal yourself in 18.29s
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It's not overpowered, just extremely poorly designed.
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Didn't really keep track but at least a few million if I had to guess.
Spent most of it on various killers and a little bit on survivor. Got some more addons for myers.
