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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I don't think it'll get nerfed that quickly, as much as it deserves to.

  • If I get RPD and lose I don't really care that much. That map sucks for everybody.

  • Pain Resonance is absolutely going to be meta. Sure it doesn’t give as much regression as pop, but it happens automatically as long as you have a scourge hook and it targets the gen with the most progress. Sometimes pop isn’t worth it if it takes you too long to go out of your way to kick the gen. I definitely don’t run into ruin as much anymore as survivor and I’ve stopped using it nearly as much on killer; hexes in general are even more unreliable now with boons.

    Grim Embrace is a perk I like in how it encourages hooking multiple survivors, but it’s not strong enough and doesn’t reward you at all until you get 4 tokens which I think is poor design. From what I’ve seen of it, it generally will only make you win harder, it doesn’t help you if you’re losing. I also think there’s pretty much no reason to use it over NWO, unless you’re going to run both.

    Pentimento is interesting, but boons hard counter it which is disappointing; I hope something can change about this, and I’m not expecting to see it much until then.

    Going into previous DLCs this year, yeah, starstruck, NWO, lethal, deadlock, and plaything are all solid perks. When deadlock first came out I thought it was mediocre but then I realized how good it actually was.

  • I never see MYC much in my survivor games, except for on hag and occasionally wraith.

    I’ve never tried it w/ infectious, but it could be fun.

  • Best map in the game imo and I wish we had more like it.

  • I don’t know whether it reveals noed/devour hope or not, but if it does, it shouldn’t.

    I’ve never seen someone else’s dead hard get validated like that as a different survivor in the match.

  • As previously mentioned, this could make it really hard to get gates open if they are close together.

    I think all it really needs is making the obsession not immune to it/it takes them just as long to open the gate and getting tokens shouldn’t be restricted to basic attacks. I’d even be ok with upping it to 5 seconds per token, so opening a door takes twice as long at max power (currently it’s 36s).

  • @Grimzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2697713#Comment_2697713

    This isnt another 2nd chace this is purely killers managing what they do and where they hook people. This wouldnt be a QOL change this would simply be another imbalance created because killers cant manage their hooks.

    You arent meant to get easy hooks and guaranteed hooks, same way as survivors arent meant to guaranteed wiggle out every time.

    The problem is you can’t really “manage hooks” effectively if you don’t always have a choice of where to hook/you don’t have more than one hook available. It’s not the killer’s fault that the survivor decided to run to the place they did.

    It’s a mechanic from 2016 DBD that’s simply outdated in 2021.

  • Depends on the perk and whether I’m even running exhaustion perks.

  • Gonna no-vote this one, as I'd like to do something not listed in the options. Keep it a hex, but rework it in the following way:

    The first time you hook a survivor, Hex: Huntress Lullaby gains a token and activates on an available dull totem (so it can't be cleansed at 0 tokens). Huntress Lullaby then gains an additional token every time you hook a survivor, up to a maximum of 5.

    Survivors missing any healing or repair skill check receive an additional 2% regression penalty per accumulated token, up to a maximum of 10% additional regression.

    Accumulating tokens affects healing and repair skill check warnings as follows:

    1 token: Time between the skill check noise and the skill check is reduced by 28% (current effect of 2 tokens).

    2 tokens: Time between the skill check noise and the skill check is reduced by 56% (current effect of 4 tokens).

    3 tokens or more: No skill check warning.

    The Hex effects persist as long as the related Hex Totem is standing.

  • Nah it’s the worst hex perk now that blood favor got buffed. Unless you’re running some super niche build it’s not worth it. Blindness just isn’t a strong enough status effect for how the hex works, and even less so against SWFs. The change to it also only matters if you’re playing certain killers - for M1s it’s no different than it was before.

    It needs to do something else/have a secondary effect, or it’s just never going to be good.

  • To answer your question in the OP, the way that skill checks normally work is that there is a default chance for a skill check to be triggered each second, and it will continue doing this every 1 second until a skill check happens. This number changes depending on what you're doing, but for generators, it's an 8% chance every second. Unnerving Presence increases this chance to 18% every second.

    The problem with the perk is that this increased chance for skill checks actually works against you, because it means survivors have more opportunities to hit great skill checks and finish gens faster because of that. In addition, the great skill check zone is not affected at all, only the good skill check zone, meaning a higher percentage of the total success zones put together consists of the bonus zone.

    This is how I would change it:

    When a Survivor is in your Terror Radius, their healing and repair skill checks are affected as follows:

    -Skill check trigger odds are increased by 12%

    -Skill check success zones are 60% smaller

    -Skill checks have no bonus zones (no great skill checks), leaving only 40% of the normal size of the good skill check zone.

  • @Huge_Bush said:

    https://forum.deadbydaylight.com/en/discussion/comment/2698245#Comment_2698245

    The perk also shows the killer your aura if you're standing in the gate, so if you see it active, get out of the gate and go hide.

    I swear a lot of survivors forget bloodwarden does this. I see people hiding in blocked exit areas all the time.

  • I do find it weird that they already revealed a chapter that isn't coming out for 3 more months. No teasers, no subtle hints, no nothing. Just boom, here you go. Artist has been out for literally 2 weeks and yet it feels like they're already moving on from her like she's not a new killer anymore.

    That said, I'd like to actually see what this killer's power will be first, but I understand why you would be worried in regards to spirit.

  • The problem with removing a survivor's collision while under BT's effect, as I have seen many people in this thread suggest, is that it can actually be used against you. If it were to work like that, all the killer would need to do is test for it - does that survivor have collision? If they don't, they have BT and you shouldn't hit them - go after the unhooker. If they DO have collision, that means they DON'T have BT, and you can (and probably should) just down them.

    So in order for that change to work, you would need to make losing collision for 12 seconds after being unhooked (except for when the killer swings) a basekit effect, rather than making it part of BT. Which I would be completely fine with btw, because standing in a doorway to prevent a killer from not tunneling is stupid. And then people complain they got tunneled/hit you with a DS when you didn't even want to go for them again, but you did because they left you no other choice.

  • I like the idea! I don’t even think 10% is op - if it’s in chase, he’ll get you anyway whether he had Haste or not, and if he’s chasing someone else, he can either use it to get them more easily or get to you faster. It’d be the same as clown’s yellow bottle.

    Another idea I had was to take that new addon that makes traps inflict deep wound and just make it basekit (rework the addon to increase mending time or something completely different).

  • @Grimzy said:

    I think all hooks breaking after a sacrifice is fine and good as it is. Survivors are supposed to get a chance to wiggle out if you create a deadzone because you used a hook already. Just pik your hooks in a good way and you wont have an issue. Especially since survivors dont wiggle out that often by the time you reach the next hook, and you can drop down any ledges / heights and it doesnt increase the wiggle or stagger you.

    It’s not like you always have a lot of choice where you hook people.

    I get that it doesn’t come into play that often (and that’s a good thing), but when you literally are forced to bleed them out because of where they ran, it’s just lame.

  • I kinda get the mechanic, but at the same time it never made much sense to me.

    If you get survivors who realize they can run to a corner of the map and the only hook close enough is the one somebody was sacrificed on, that’s a problem. It’s one thing to sabotage it because it’s temporary but sacrifice breaks are permanent.

    To anyone’s knowledge, have the devs ever actually given us a reason for why this mechanic is a thing?

  • It’s either overcharge or oppression.

  • It’s not worth using it by itself.

    With plaything or some other shaman build (but preferably plaything because that encourages cleansing more), yeah maybe.

  • @CowabungaDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/2696871#Comment_2696871

    But spirit is just 1 killer. Same with doctor and calm spirit

    Yeah spirit is just 1 killer yet IW can completely destroy her.

    Reducing footstep sounds by 50% is a helpful effect that doesn’t make them impossible to track.

  • I like it. The 3 seconds doesn’t need to be reduced though.

  • Tbh I feel like it was a mistake to even tie boons to totems in the first place, rather than just making a new prop for survivors and leaving totems alone.

    It indirectly nerfs hex perks (which were already not in a great spot) and also creates a “totem war” kind of thing where people who want to use perks requiring you to cleanse totems just can’t do so anymore without reducing the opportunities for boons.

  • Yes, any time the killer sees your aura (for any reason) you see the killer’s aura for the same duration. This includes being revealed every 30 seconds.

    However, the killer needs to be able to actually see you - if they can’t see you because you’re in shadow step range or anything else that blocks aura reading, you won’t see their aura either.

    If you are the obsession, there will be a blue icon at the bottom that counts every 30 seconds.

  • @Altarf said:

    It really should just be a Scourge Hook perk instead of an Obsession perk. Buff the duration to 60 seconds rather than 45 on top of that, and you might have a good perk on your hands.

    …Why have I not thought of it being a scourge hook perk. That’s actually a good idea.

    I think the other outlying problem with it though that it being a scourge perk doesn’t fix is that it can end up being negative-utility. If you push a survivor off a gen, it blocks, meaning that not only can it not be worked on by another survivor (who may not be around the gen anyway), you also now cannot kick it or regress it in any way. I don’t think it would be a crazy idea to make it so that it also removes a small amount of progress from the gen before it blocks.

  • I mean, it’s like you said. It means it’s less likely that a given location has a fountain, and it’s overall easier for the survivors to force a reset. It may make them go out of their way more to cleanse, but you also have to go out of your way more to pick up corrupt, so I think it’s just not really worth it. I haven’t been using it and I don’t really plan to either.

    It did throw me off as a survivor though when I played against a plague who had it - I thought she was running apple addons when I saw less fountains and didn’t realize there were only 4 total pools until suddenly they got reset.

  • @GentlemanFridge said:

    Would be nice if there was a slight visual difference for rekindled totems. Some kind of warping effect to indicate it's been "revived".

    There actually is a slight visual difference, but it’s difficult to notice.

    I do agree that pentimento’s description should mention you can’t bless a rekindled totem though.

  • All it needs is that it should work on any down, not just basic attacks. Then it’s actually a solid perk. The 40s cooldown is fine.

  • I haven’t used sloppy butcher at all since boons. For me it’s just not worth it anymore and I’d rather bring something else.

  • I have seen it used exactly once on a build that wasn’t intended for hook camping, and it was on a meme build with insidious/tinkerer/beast of prey/trail of torment (all stealth perks). And I don’t think he ever took advantage of insidious (it was a trapper who didn’t even get a hook).

    Outside of that .01%, yeah, nobody uses it for anything besides camping. Not that it works against me anyway, since I basically always run kindred in solos. I’d rather it just be a perk that triggers Undetectable in some other way and doesn’t have anything to do with standing still. Pretty much the only consistently used stealth perk rn is tinkerer because it also gives you useful information.

    Or, alternatively, you could honestly just delete Insidious and Left Behind, and I wouldn’t have a problem with it.

  • That idea punishes bubbas who aren’t camping.

    Downed someone in a chase? Cool, time to wait 8 seconds before I can pick up and hook.

    @Afius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2693245#Comment_2693245

    How does hiding in a locker work? If he tantrums you'll get downed when you try to leave or he just back pedals.

    Side question does he lose charges when he hits a survivor?

    If you come out of the locker w/ perfect timing you can avoid being chainsawed. And no, there is no charge penalty for hitting someone.

  • DS is in the healthiest state it's ever been.

    It's fine.

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2692591#Comment_2692591

    Just queuing as solo is unfair punishment in this game. Don't know what to tell you other than deal with it. If Noed needs a rework or nerf then so do some survivor perks. Can't be unfair to one side over and over.

    I mean, yeah. Some survivor perks do.

    And there are countless more on both sides that are bad and need buffs.

    NOED is the one killer perk I refuse to run because of how cheap it is. I also don't bring COH as survivor, and I use dead hard in probably...2% of my matches? Probably even less?

  • Tbh if anything I’d just make the current calm spirit also cause your teammates not to disturb crows if they are near you (like how leader works).

    As a totem perk? Meh, it’s probably not worth setting that up unless you’re going against doctor.

  • I do think it should be changed, but in a way that keeps it at a similar power level. This is a rather sizable nerf.

    That said, if your idea were implemented as a new perk instead (not a hex), that might actually be kinda interesting with bloodwarden.

  • Myers's weaknesses are his early game/how difficult it can be sometimes to get out of tier 1 if you're noticed early and obviously that he is an M1 killer. That said, while he's not by any means the best, I don't think he's as bad as people say. I don't really have much of a problem with the stalk limit personally, although I wouldn't mind if it were increased a tiny bit.

    Beyond that, the main things I would really want to change about Myers would be reducing time to get out of tier 1 and increasing tier 1 movement speed to 110, along with some more addon changes (buffs/reworks to weaker addons and nerf tombstone piece). I've also seen people suggest faster pallet breaking in tier 3, but I don't want to fully suggest this yet as I'm not sure how balanced that would be as he already has faster vaulting.

    Ghostface has a lot more problems. His power recovery is simply too long without addons/even with the recent update you're still heavily encouraged to run double recovery (it doesn't help most of his other addons are trash). And during that time you're just a pure M1 killer with a full 32 meter TR. Against good survivors who are paying attention it can be difficult to get a full stalk off, or even if you do, that gives them time to get to a loop and you potentially get nothing vs. you could have just M1'd and gotten an injure (in other words, stalking often isn't worth it/it is at least somewhat reliant on the survivor not noticing you). COH existing also made him a lot weaker for obvious reasons (hit and run isn't viable) but that's not really a problem with ghostface, that's a problem with COH. He's also heavily map-reliant.

    As for what you mentioned regarding losing stalk progress on M1, it might be cool if it only regressed a specific amount (eg. 50%) rather than all of it, kinda like how trickster's laceration works.

  • Hook based would be an interesting change, yeah, but it should stay at 1 token per hook.

    The other idea I could see is making it not consume a token unless you pass the regular lunge distance (eg. you're not forced to use quick attacks to conserve tokens).

  • I mean it makes sense that Leatherface would down through snowmen. If he chainsaws somebody normally he just keeps going. This is no different from his regular behavior.

  • It makes you win harder if you're already winning.

    It often doesn't help you at all if you are losing, since it potentially never activates if you have a bad game. NWO will at least still trigger (even if for not as long) and its maximum time is longer anyways.

  • It doesn't seem super fun for most killers I've seen, and possibly could have been a lot better with a few small changes, BUT I will at least give BHVR props for trying to do something creative, and at least everyone gets some cosmetics.

    I don't care too much either way though, it's only for a couple weeks and I'm busy studying for finals so I haven't been playing DBD regardless (and won't for another week).

  • Anything that affects cleansing speeds on both sides should affect blessing too. Only exception is counterforce, that perk should stay how it is.

  • Coughing because you’re infected doesn’t count as “grunts of pain” - that’s fully intended.

    It’s why plague somewhat counters iron will - you can hide your injured noises, but she’s still going to hear you throwing up.

  • Yeah it’s pretty dumb. I could understand if it’s like this because they don’t want you to start a sabotage ahead of time just to discourage the killer from going there or be able to do it after getting hit (it’s 2.5 seconds w/ saboteur so you’d be able to get it off) but in that case they could just make the cooldown 10 seconds after a failed sabotage.

    Or better yet, just don’t have a cooldown at all until you actually break the hook.

  • Ngl, after all this now I kinda wish I was around for the days of old undying just so I could effectively compare the two, but I basically started playing right after it got nerfed.

    But yeah, COH is busted.

  • I used to down afks but leave them on the floor.

    Then I did that once and right before he was about to bleed out (slugged for 3.5 minutes and nobody bothered to help him/they knew he was afk) he came back and turned out he was a hacker.

    The best part is after he cheated all the gens (I knew because I had tinkerer that something was off) I still killed him despite him instahealing himself after each down because he eventually bled out in the exit gate area (because he’d been slugged for so long) xD

    But yeah, since that game now I just hook afks.

  • If you're going to use Spirit I'd probably pick three of these four: Jolt, Sloppy Butcher, Bitter Murmur, and Fearmonger.

    You could use NOED but you probably want to win quicker than that if you need merciless killer.

  • It does need a change, but that’s way too much.

    My idea was giving the killer a (short and temporary) haste buff each time they earn a token, and it scales up with more tokens (eg. 2% + 1% per token, up to a maximum of 6%), in addition to its current effect when you get to 4 tokens.

    The other idea I could see is making it be able to be activated more than once (once it activates, tokens reset). (I don’t like this as much though, because that doesn’t address one of its core issues in that if you try to work for it but don’t get a hook on everyone it’s a dead perk).

    Right now it has legitimately no reason to be used over NWO.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2685736#Comment_2685736

    what do you think should’ve been better to solve if I may ask

    image_2021-12-08_121449.png

    This.

    Yeah, you can't actually "camp the hatch" knowingly anymore because you can't know where it is ahead of time, but you can still hide and wait for your teammate to die.

    For the most part though I think they did a good job with the hatch changes.

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