sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Comments
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Lol I want to try this now.
Been running nothing but shaman builds on spirit for the last 3 weeks so gonna be weird doing something different.
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I dislike the way both iron will and cherry blossom function right now.
Cherry blossom IS a dumb addon. IW being as good as it is against spirit is too.
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Oh another case of "we buffed an addon and forgot a stronger version of that addon exists so they're the same".
Yeah, sure, buff the green one too. They're both trash addons and will never be good unless they do something completely different. If you're holding your chainsaw for so long that you need these addons, you're probably not playing him right.
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I’d be okay with it being where if a skill check appears you are forced to stay on the gen until it is resolved, but if when this happens the killer hits you or even grabs you because you couldn’t leave, then you auto-fail that skill check, even if it hasn’t appeared yet (eg. the time between the warning sound and when it actually appears).
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I like the idea of making passive phasing more interactive, although I'm not sure how useful it would be. I never get thrown off by passive phasing much as a survivor, though maybe it would happen more with your version of cherry blossom, idk. It'd be something I'd be interested to try out at least, especially since I'm not a fan of the current cherry blossom either.
For grunts of pain, yeah, that's definitely one way to fix that. I still think IW shouldn't cause survivors to not need to breathe, but that's another topic.
MDR nerf and senko hanabi buff makes sense. Another idea for MDR is make it like current cherry blossom where it immediately removes all scratch marks once you start phasing, rather than only preventing you from seeing new ones like it does now (yeah, those two addons don't work the same way with that, it's weird).
As for father's glasses, meh. I never felt like that addon had a lot of counterplay other than not getting injured. If I was going to re-add it though, I would take away it making bloodstains brighter like it used to (I don't think the game ever mentioned that, but it does that while in phase).
Worth noting, since her addon pass, I have yet to see anybody get any value whatsoever out of mother's glasses. Tbh it's late so I'm tired and can't think of an interesting way to change that addon right now but it needs something. I also don't see people use wakizashi saya at all.
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It's overpowered and quite frankly I was shocked that it didn't get nerfed in 5.3.0.
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I don’t think the deep wound mechanic itself needs any changes tbh. 20 seconds isn’t a super long amount of time, and it’s really not meant to down you in most cases (yeah, the mixtape + stab wounds study combo exists, but that’s a niche scenario), it’s meant to act as a slowdown. Your suggested change would also probably make it too easy for legion to shut down unhooking if everyone is forced to mend first.
I could get behind the idea of bear traps inflicting deep wound, though. There is an addon that does that; that could be repurposed for something else.
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Wraith already got butchered by his lunge nerf and COH existing. He doesn’t need another nerf.
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I don’t think michael is as bad as some people say he is, but he’s still not super good.
Vanity mirror + dead rabbit is nasty though. One time I used that combo along with monitor and devour hope, and sent myself to lerys and it was a bloodbath featuring an instadown killer with 16m wallhacks, a 6m TR outside of chase, and a super well hidden hex totem (which was never found).
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NOED only shows on successful basic attacks.
Devour is revealed by both basic and special attacks, with very few exceptions for special attacks.
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I used it exactly once, for a meme wraith build involving furtive chase, nemesis, MYC, and dead man’s switch, with the idea being to continuously instadown and hook obsessions to trigger DMS.
And now even that won’t be necessary anymore because they’re changing DMS.
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Crowd control needs another buff but I think your suggestion of denying the vault entirely/blocking it preemptively is too much.
But right now bamboozle is still better in almost every way. It isn’t a hex, has faster vaulting, and can even throw survivors off guard if they don’t immediately realize a window is blocked. CC curses you the second you rush vault a window so there’s almost no surprise element.
As for cruel limits, it’s as @SeannyD115 said. You could completely remove the range restriction, and it’d still be super map dependent, but it would undeniably make it better. Right now it has too many restrictions and ways that it can go wrong.
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You said you had tinkerer equipped; if you use static blast while that's active, it won't do anything.
Static blast range is tied directly to the terror radius and undetectable forces it to shrink to 0; therefore the blast can't go anywhere (sometimes it will look like it still does, but it doesn't).
(Also fwiw, you mentioned spine chill - that wouldn't stop it at all.)
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Blast mine is fine. It’s a 4 second stun with no real counterplay other than not kicking the gen until it runs out. It doesn’t need to be expanded to pallets
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Tbf it is pretty lame that grim embrace is unironically a dead perk if a survivor dcs without being hooked because you can never get their token
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What I’d like to see is making default regression one-third of a charge per second, instead of one-quarter, and also eliminate gen-tapping after a kick (make it take like, 2 seconds to stop regression).
Then change ruin to say “50% of 1 survivor’s repair speed” (which leaves it the same) and nerf the other regression perks to take the increased regression rate into account.
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What’s funny is this interaction is actually bugged.
Small Game will still give you a counter of cleansed totems, and it caps at 5, but only visually. In reality, it keeps counting past that (all the way to 10), and since it makes the detection cone smaller with every cleansed totem, it becomes a dead perk at 9 totems cleansed because the detection cone is 0 at that point.
More details here: https://forum.deadbydaylight.com/en/discussion/301839/small-game-hex-pentimento-interaction#latest
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“Doing bones” as something that should be done every single match is not practical and never was. It may not take long to cleanse 1 totem, but cleansing 5 actually takes a significant amount of time. It’s a much better strategy to remember where totems are and go back later if noed comes into play, otherwise you might get 4 and the last one you couldn’t find becomes noed. Will you have some games where all the totems get cleansed? Yeah, but should you have to cleanse 5 totems to possibly prevent 1 perk that might not even exist? I don’t think so.
Boons are another reason now not to cleanse dull totems. Ignoring the fact that COH desperately needs a nerf, with how strong it is right now it’s not worth cleansing a dull totem if it could have been used by a teammate for a blessing.
The actual power level of noed is fine; I just want it to be something that isn’t given to the killer for doing nothing. If it is changed in this regard, then I would even be okay with making it stronger in return.
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@Irisora said:
https://forum.deadbydaylight.com/en/discussion/comment/2733351#Comment_2733351
This mentality of the devs has always ruined the experience for veteran players.. There is no logic in balancing the game around new players, wich other online game do this? I can't think of any.
Baby survivors and baby killers have and must learn to play and adapt or leave if they don't like it. "This holding hands" mentally from the devs needs to stop.
I remember when there was no icon indicator for any hex for example, and now you just walk by a totem and boom you magically know the killer have undying..
The times when you had to guess or remember thing was better than this circus of a game. DBD is becoming more like a "playground with the killers" than what originally was sadly.
I always found it dumb that undying gives itself away. No point running it with devour because it's just a big red flag, aka smart survivors will go "the killer has undying, they probably have devour since there's no other hex perk in play I don't already know about, which I wouldn't have guessed without the knowledge of undying".
Same thing with retribution. I get that it has to if you touch a totem because it makes you oblivious but it also warns you when your aura gets revealed which is silly (unless retribution itself is cleansed first, in that case it actually doesn't).
Other aura reading perks that aren't hexes don't do this, I feel like they only did it because of the cursed status effect. Imagine if perks like BBQ and Nurse's warned the survivors whenever they triggered.
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Neither.
Reduce the healing bonus to 33% (self care in approx. 24; heal someone else in approx. 12), and then add some kind of cooldown on reblessing or another restriction that prevents constant reblessing that the killer can't do anything about/it isn't worth their time to snuff totems.
This would mean being in the boon radius = having self-care and botany, rather than having self-care and WMI that also works on yourself.
I'd also remove boons going through multiple floors.
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@Massquwatt said:
Aren't the great skillchecks kind of a bad idea for the wiggle? I can totally see people setting up macros to get perfectly timed great skillchecks every single time.
Oh yeah that's true. Didn't even think about that, but it looks like you totally could do that since it seems to start in the same position every time. With regular skill checks the starting point is the same, but the zone's placement on the circle is random, so this isn't a problem.
Tbh, if they really don't want to remove the great skill checks (which I think they should) then what they could do is put them on the edges of the zones like normal, so you are actually risking a failed skill check if you don't hit it. Right now even if you're just off by a little bit you'll still get a good skill check.
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It doesn’t really matter that much if you hide the icon unless the killer immediately falls from a height right after picking you up.
Otherwise it’s going to be obvious boil over is in play because of the increased struggling.
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Why does it even have great skill checks? That's just a wiggle buff at that point, not a quality of life change.
Just make them like the demo portal skill checks with no bonus zones.
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- "Fixed an issue that caused the Nurse to go into fatigue after the stun when stunned during a chain blink. Now she will only go through the stun."
Ngl I thought this was intentional. But glad she's supposedly fixed now.
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Wouldn't be surprised if they think it's fine because their data includes a ton of survivors who are bad at using it and aren't setting up boons properly. Which is something I definitely see sometimes.
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Imagine trying to compare teabagging to racism.
Is teabagging annoying? Yeah, it can be. Is it racist to teabag? No.
Were the leatherface masks being used by some individuals in a hurtful and racist manner? Yes.
I’m not defending teabagging, but to imply that it’s on the same level with how these masks were being used for racist purposes is absurd.
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@PlayTwink said:
Freddy?
DMS + class photo could be fun lol
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/2728055#Comment_2728055
Well you use spacebar to drop the pallet same as the key for hitting skill checks. Wouldn't surprise me if bhvr managed to break the interaction now that the keybind is the same.
They could just change power struggle to use active ability button to drop a pallet while being carried.
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I've been getting value out of it with thrill of the hunt and/or plaything, but that's it. It's too unreliable otherwise because boons hard counter it. You pretty much need something that discourages blessing, or it's just not going to do anything a lot of the time.
I ran pentimento/retribution/ruin/thrill on spirit the other night and it actually worked really well.
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I think sloppy is actually okay as being basic attacks only. There's some other basic attack perks I would change to work with special attacks though (surge and remember me come to mind).
While it's true that sloppy has lost a lot of its value nowadays with the healing meta, I think that's more of a problem with COH being overpowered, not sloppy butcher being too weak.
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The more I play survivor the more I realize that queue times are becoming worse and worse at night. Or at least it sure feels like it.
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Anything that stops or slows the hook timer based off killer proximity to the hook just straight up doesn't work because it can be abused by survivors, eg. "chase me near the hook so the guy on hook doesn't die or you have to drop the chase and let me unhook for free".
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- Around average
- She’s A tier imo
- She’s alright to go against. She isn’t my favorite but I don’t dislike her either.
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Nurse is like…that one weird thing in the game that I feel like is kinda just accepted because it’s been in the game basically forever. She would probably never be released in her current form today, but I’m okay with her being the one killer that gets to be different.
I would maybe give a small nerf to her recharge addons, but besides that I wouldn’t touch her.
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I actually played against two spirits yesterday as well. They weren’t back to back matches, but it was fun.
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It depends. Sometimes (mostly later in the game) it can be the right play to prioritize a gen, but if there wasn’t a good reason for it then it’s frustrating to be left to go second, especially since I basically always run kindred in solos.
Part of why I run kindred is to help prevent this from happening, not just to myself but to my teammates as well. Having the information that someone else is (or isn’t) going for a save is extremely beneficial and helps you be more efficient as a team overall.
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Happy new year!
Here's to 2022 hopefully being great.
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I don’t think it really needs to change.
If survivors are really trying to escape the hook for no good reason (ie. it isn’t already a lost game if they don’t kobe) more often than not they’re just throwing a hook state in the garbage.
It’s annoying when people do it just to get out of the match and avoid the dc penalty, but there’s not really a whole lot to be done about that. Trying to 4% isn’t always a good idea, but it’s not against the rules.
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His quickscoping needed a change but he should have received buffs in other areas to compensate. Instead now he’s just another killer nobody plays because he’s terrible.
Basically what bhvr did was take the one problematic thing about him and fixed it but did so in the worst way possible and shipped an unnecessary TR nerf with it.
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I would actually be okay with removing the skill check, but that’s it. You either use it when you get picked up, or not at all.
It doesn’t need to waste several more seconds of the killer’s time by allowing it to be used right before they reach the hook. DS is still one of the best perks for survivor even after its nerf; it’s just a lot more fair now. If you actually get tunneled, then it’s no different than before.
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The difference is that at least RPD sucks for everyone.
You can have a field day as survivor if you know how to run haddonfield or preschool. On RPD you might still have trouble finding gens and not everyone knows the map yet, although that will eventually change with time.
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I think it got slightly overbuffed, but right now I don’t think it really needs to be nerfed either.
I think they could have made it 24 meters and removed the cooldown and that would have been enough. I actually played with yellow windows for a while (which is 24m) since I couldn’t get it to show up again in the bloodweb and it was still pretty helpful.
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Giving it exhaustion would actually make it decent.
Blindness can sometimes work well but for the most part it’s way too unreliable and swfs kinda counter it.
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You're not using her ambush attack are you? That won't work with NOED because it doesn't count as a basic attack.
Otherwise, sounds like a bug.
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That's a very strong build. Plaything is the way to go if you really want to make pentimento work.
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I love the illustrations, lol.
I don’t actually know how well this would work though - if you have a rough estimate of where the killer spawned, then you can use the knowledge that the totems are near the killer’s spawn in order to potentially find them easily/narrow down where they could be. But this would at least prevent survivors from spawning 2 meters away from them.
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Merry Christmas to you too!
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She’s still really good and I wish people still played her more. Lately I think I’ve played against billy more often than spirit and that’s saying something.
I am glad to see someone who still enjoys her.
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Hag is my most hated killer and I legitimately have never had fun as or against her.
The nature of her power heavily encourages trapping hooks and sometimes no matter what the survivors do they get hit. If you get someone in basement they either set off your traps, or they have to crouch walk back up (during which time you can just go back). Any killer can facecamp, but hag allows you to essentially camp from far away.
I think two ways to immediately make her more interesting without completely reworking her would be the following:
- The Hag can no longer set traps within a certain range of an occupied hook or in the basement/at the very top of the basement stairs (traps can be placed while the hook isn’t being used, but if someone is hooked there those traps are immediately destroyed).
- In return, survivors can no longer destroy traps with flashlights (or flashbangs or any other similar device that can remove them).
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I like midwich, they just need to fix hook rng.