sizzlingmario4
sizzlingmario4
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2664304#Comment_2664304
Doubling down on Undying, but for another reason - if I see Undying, I know another hex is there, even if I haven't spotted its effect. All I have to do is walk past a dull totem and tap a gen, and I'll go "This is a Devour Hope game, isn't it." And like that, the biggest advantage of DH is gone.
I prefer Haunted Grounds for hex protection; I'll take a 33% chance of failure and an actual useful effect for my perk slot.
Anyway, for survivors, Self-Care. Even before CoH completely invalidated it... just bring a medkit. It's so slow. Using it feels awful.
This is exactly why I think undying should not warn the survivors at all - it's a red flag that something else exists. No Ruin? Well you can probably guess what it is.
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Unfortunately it's not even as simple as just guaranteeing a hook spawn nearby since even if you do that you could kill one survivor there but then you can't do anything if a second survivor decides to do it.
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Because he got nerfed with almost nothing to make up for it.
I’m not even against the ADS nerf, I’m against the fact that it got nerfed and he got almost nothing in return to make him better (slightly faster speed while aiming doesn’t make up for it).
The terror radius nerf should have never happened though.
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@Sonzaishinai said:
Not all of the changes were good either. Good in theory but in practise would cause issues.
For example: Kindered basekit+ rework. A survivor can now run around a loop near a hooked survivor with full aura reading on the killer while the other 2 have increased gen speed. So forget about hooking in basements or any strong tile and actually being able to contest the hook.
Pig change: first box never having the key. bodyblock a box with her iri addon and each survivor has a 1/3 chance of dying. That's about 81% atleast one survivor can't get their trap off
Most changes do sound nice in theory but theory rarely is the same as practise. You can't say this is the best patch without being able to test it.
Won't be so fun if the loot money change means 75% of tiles are going to be LT walls for example.
Amazing meme by Scott but people are taking it a tad to serious again. Getting ideas for a patch is the first and easiest step. Actually implenting them without any unforseen issues cropping up is something else entirelly
What I’d do for Pig is just make it so that a given trap requires a certain number of searches rather than the key being in a specific box, and it’d always be different for each trap (eg. random order, but consistent number of searches needed to remove all 4). In other words, one survivor will get their trap off first try, another trap would take 2 searches, etc., but the order would be randomized each game.
For example:
1st trap takes 2 searches
2nd trap takes 4 searches
3rd trap takes 1 search
4th trap takes 3 searches
If an addon is used for a 5th trap, that 5th trap is random.
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You are one lucky survivor.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2663382#Comment_2663382
One could even say, high risk but high reward...
High risk high reward doesn’t mean you should be able to load into a match and immediately be able to see or hear a lit totem and remove it before the killer can even get there just because you spawned that close to it. That’s not high risk high reward, that’s just bad luck no reward.
I had a survivor match last week where I loaded in on the back side of a TL wall and immediately knew there was a lit totem on the other side before I even went around the wall.
You can fix totem spawns to prevent this from happening and they’d still be high risk high reward.
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It’s good but it’s not meta. I only ever see it if it’s paired with COH and almost never by itself.
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My idea:
-Remove the cooldown
-Injured survivors affected by Blood Echo also suffer a 6%(?) penalty to healing, repair, and sabotage actions for 45 seconds. Only one instance of this penalty may be active at a time (if the perk triggers again within 45 seconds, the timer is simply reset).
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I wouldn’t use it on her - Mangled doesn’t affect time to cleanse at a fountain, and it’s easy to get sick again if you do cleanse, which would end the 9% slowdown.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2662810#Comment_2662810
Same I cannot wait for more "wake up Scott" in DBD
Rename the “Wake Up” perk to “Wake Up Scott”. Lol.
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Some people like playing her. I find her unfun to play and even more unfun to play against; she’s my least favorite Killer of the entire cast.
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If blessing not deactivating DS is officially a bug then cool. Looking forward to that being fixed.
Honestly I still haven't made up my mind on whether I think it should deactivate on opening a gate or not.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2661470#Comment_2661470
I don’t think the game distinguishes between possible reasons a gen is regressing. It doesn’t matter if the gen is regressing because it was kicked or a perk like Ruin, etc, it’s just a condition the gen is in.
Yeah that's just something that would have to be added for that idea to work.
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@dugman said:
On a related note, I do think it should take survivors a 1-2 second charge time to actually start repairing a generator and stop it regressing, similar to how it takes a killer a charge time to put a generator into regression. It just feels silly that a survivor can, mid chase or while a killer is standing swinging at them, literally just instantly tap the generator to stabilize it. I think adding that 1-2 second charge up timer wouldn’t significantly alter the game balance, it would just get rid of that dumb looking scenario of a survivor running past a generator and doing The Fonz bonk on it to fix it.
I agree with this, but only if the gen is regressing because the killer actually kicked it (eg. this wouldn’t apply with Ruin).
I’d do something like this:
- Increase base regression rate to 0.375 charges per second (halfway between the current normal rate and ruin)
- Change Ruin to 50% of 1 survivor’s repair rate (this makes it remain the same as it is now)
- Nerf PGTW to 20% (instead of 25%, to account for #4)
- If a generator is directly damaged by a killer, survivors must first “fix” the generator (there could be a better word for this). This action takes 2 seconds, can only be done by one survivor (cannot have multiple survivors to make this faster), does not have skill checks, and progress resets if interrupted. During this time, regression pauses but will resume if the survivor stops or is interrupted. Upon completion, regression stops and survivors can then resume repairs. If a survivor is “fixing” a generator, they are considered to be “repairing the generator” for purposes in regards to other perks (eg, DS is disabled, eruption can trigger on them, etc.).
- If a generator is regressing due to a passive effect (eg. Ruin or Surge), regression may be stopped by simply tapping the gen.
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I’d go even further and say it should show to other survivors within 4 meters while injured.
There are a lot of perks that are better used to their full potential in SWF because survivors can tell their teammates about it. While nothing replaces SWF communication, several perks could be made better by showing buff icons to teammates in certain circumstances; solidarity is just one example.
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And this is part of why I’ve been playing a lot of bubba lately. Have fun bodyblocking and taking hits against me.
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200 second cooldown is way too long, but they do need some adjustments.
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If I see autoswinging killers as a survivor I just take the points and go next; I don't bother reporting them. It's not like they're hacking or anything.
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- more bloodpoints, because survivors just don’t get as many
- because I want to play both sides even if playing killer is stressful. I am a survivor main, but I still play a lot of killer (probably like a 70-30 split)
- playing a certain killer also teaches you how to play against that killer more effectively.
- because I still enjoy it overall even with MMR and circle of healing making it even more stressful than it was. As much as I enjoy playing survivor, playing killer at least ensures I get to take part in chases. Sometimes I get survivor matches where I just don’t get chased.
- Survivor queues are long at night so that’s when I usually play killer if I’m not playing survivor with a friend
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No, boons should not trigger soul guard. A boon is not a curse.
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NOED only shows on a basic attack. Devour Hope is revealed by M2s. Corrupt Purge was an exception at some point, not sure if it still is or not.
There was a tournament game a while back where Otz ran devour on plague and only used corrupt purge from 3 tokens to 5 so it was never revealed until he mori’d someone xD
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I like your buff for Red Herring.
Resurgence I agree could be increased a little bit. I'd go 60%.
For self-preservation I would increase the trigger range to 28 meters.
My idea for sole survivor was this:
Every time a fellow survivor is killed or sacrificed, gain a token. For each token, your repair, healing, sabotage, cleansing, blessing, and unlocking speeds are increased by 5%.
If you are the last survivor in the trial, you can heal yourself without a medkit at 200% of the regular healing speed (8 seconds to heal yourself). This does not stack with a medkit.
Fast track just needs a complete rework. It rewards you for survivors being hooked which seems extremely counterintuitive, and does nothing if your teammates play well/avoid being hooked. One idea I had was this (although this would need to be tested, it might be too good):
Gain 2 tokens when performing any of the following interactions, up to a maximum of 6/8/10 at a time:
-Performing a safe hook rescue
-Healing another survivor for the equivalent of 1 health state
-Rescuing a survivor from the killer’s grasp
-Taking a protection hit
All tokens are consumed upon a great skill check on a generator. Each consumed token grants a 1% bonus towards the generator in addition to the normal great skill check bonus.
Your change to clairvoyance would be fine, yeah.
Your suggestion for this is not happening would help it a bit but it still probably wouldn't be that good.
Lightweight already is better while healthy since you're not leaving blood pools. If the killer is right on top of you, it doesn't do anything. If the killer is super far away, it also doesn't do anything - it only helps in those perfect "in-between" scenarios. My idea for lightweight is the following:
Your scratchmarks stay visible for 4 seconds shorter than normal.
The sounds of your footsteps are 35% quieter at all times.
Your idea for buckle up could work. I also had another idea:
When another survivor is in the dying state, you can determine their recovery progress by the intensity of their aura (no range limit, currently is limited to 48m).
When you heal another survivor from the dying state, they gain a 7% Haste status effect for 8 seconds.
When you are in the dying state, all other survivors can determine your recovery progress by the intensity of your aura. If you are healed from the dying state or fully recover from the dying state, you receive a 7% Haste status effect for 8 seconds.
For Hope I would simply make the timer pause while disabled (anything that would cause adrenaline to go on hold, such as being on hook) or while in the dying state, so you get to actually use the entire 2 minutes.
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It's an alright perk. Adding Blindness to it didn't really do anything though, if you're running it you're running it for the exhaustion, the blindness is just a nice side effect you get.
I wouldn't mind if it were bumped up to 10 seconds though.
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The only thing I don't like about BT is that it can be used to bodyblock the killer/prevent them from NOT tunneling you and going after someone else. I know some people have suggested taking collision away from the unhooked survivor with BT, but this doesn't work because it tells the killer it's not there if the survivor still has collision (in which case, you just down them again because you know you can).
Overall though I wouldn't change it unless you can find a way to get rid of offensive use without actually nerfing its defensive use, aka its anti-tunneling use.
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With COH existing, no, not really.
If you get lucky and nobody has COH, then it's okay like it was before.
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For killer:
Oppression - I think it's cooldown should be like 40-50 seconds. 80 is just too much.
The CD for dragon's grip could either be reduced or changed so that it only goes on cooldown if it successfully exposes someone (but not both). 80 second cooldown when nobody touches the gen feels bad.
Thrilling tremors could also be reduced to 40 seconds.
I think surge just needs to work on any down and then the cooldown is fine.
For survivor:
Dance with me comes to mind; it's not a super strong effect for a 40 second cooldown - I'd cut it to around 25-30.
Saboteur should only go on cooldown if you actually break a hook and should remain usable if you don't finish it - this would also prevent people from accidentally putting it on cooldown because they sabotaged instead of healing someone under hook.
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You need to be the obsession for it to trigger every 30 seconds.
Also, if for whatever reason the killer cannot actually see your aura (eg. a shadow step totem or distortion), you won't get to see the killer either - they have to actually be able to see you or you don't get to see them either.
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If you weren't actually cheating then you have nothing to worry about.
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I agree with the all seeing nerf but the lunge nerf was unnecessary.
At first when he got nerfed I didn't notice much difference but the more I played him the more I realized it was actually quite a big deal.
When I play against wraith as survivor now I don't see nearly as much of him trying to uncloak around loops anymore since you simply can't/the lunge doesn't go far enough for that to work in some places it used to.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/2652274#Comment_2652274
Chainsaw is extra funny cause then they added "Bubba's chainsaw"
Ikr
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I would 100% be okay with a chapter with no new content whatsoever if it means improving the game as a whole in terms of balance, better anti-cheat, fixing bugs, and more.
BHVR, do not be afraid to not give us new killers and survivors for a little while if that’s what needs to happen to be able to invest the time necessary to fix the game. It will be worth it.
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“Bear Trap” and “Chainsaw”. Like, it’s literally just the object they carry. Not creative at all.
The coolest? I’ll go for Carter’s Spark or Rites of Judgement.
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Honestly that would be fine as a normal perk. That‘s not strong enough for a hex.
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@GentlemanFridge said:
https://forum.deadbydaylight.com/en/discussion/comment/2652030#Comment_2652030
…That happened to me once. I got sent to Rotten Fields, of all places.
More on-topic, what if map offerings, including the ward, had their own category of offerings?
Also, what if the ward just doesn’t get consumed if it doesn’t trump anything? The offering ‘refund’ mechanic has gone criminally underused, after all.
Yeah I’d be okay with sacrificial wards being refunded if it doesn’t do anything.
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Probably new black box on freddy. But there’s a lot of stupid ones.
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@Blueberry said:
No. Maps are an interesting part of the game.
What we need though is a more balanced offering. IE if a survivor throws a Haddonfield but the killer throws a Glenvale, then Glenvale should always win. There should be more weight attached to the killers offering when the survivors have the ability to throw multiple. It's a 1v4 and the offering weight should be treated as such.
I agree with this.
But in general, no, they shouldn’t be removed - map offerings are not the problem, maps not being balanced is the problem.
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If that’s true then that is a bug and you should report it. They’re not supposed to appear that far away.
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@GillyBeannn said:
I'm surprised people aren't running clairvoyance. It has a 64 meter range for everything except bones and including hatch, much better than left behind and open-handed combined.
But in all seriousness, it really sucks when perks like this encourage unhealthy play styles, but tbf, we need perks to help ourselves once we're alone in the trial, but the problem is, it requires your teammates to die or get sandbagged to work
This is what one of my friends does - they started running clairvoyance even before it included seeing the hatch and since then it’s helped them escape a few times. But it’s not a worthless perk either if you’re not at a point where you need to find the hatch in the first place.
Also, to add another example of this happening, last night I played bubba on ormond. I chased and hooked someone, then saw somebody crouching behind a tree with BBQ. I go there and down him and he suicides on first hook.
I look in postgame and he had left behind and only had 664 points.
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autodidact
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I've seen him a few times but he's definitely a lot more rare now.
Most of the ones I've seen have performed poorly/didn't get more than 1 kill.
I played against one the other day with a teammate who ragequit at 3 gens and the other 3 of us still all escaped. Lol.
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Dead hard should be nerfed but I think OP’s suggestion takes it a bit too far.
I’ve always felt like it’s two perks in one, in a way: i-frames, and extra distance to make a pallet/window.
I feel like the easiest solution is to just remove the i-frames as this removes part of the second chance aspect of it and also removes stuff like DH over a bear trap (and also makes the hit validation eating killer powers not be a problem anymore, since now this would just be a down regardless) but still allows it to be used for distance which is already very strong by itself and would still make the perk worth bringing.
I don’t really understand how some people still say it doesn’t need to be changed at all. There’s a reason why it’s used as much as it is.
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That's how the perk is supposed to work, while in the TR the skill check odds go up by 10% and the success zones are 60% smaller. If you are not in the TR, it does nothing.
I can see how that wording makes it sound like it applies to all skill checks though. (But that's a problem with the description, the perk itself isn't bugged.)
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Oh it should absolutely count. That's silly that you didn't get anything for that.
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I'd be fine with this. I'd even go so far as to say that during that time the totems are also just all blocked, so they can't even do dulls.
You could even make a perk out of it that makes it longer (although I don't particularly like this approach of fixing design issues with perks).
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I let someone escape more often than not (but not always). Sometimes more than 1.
However, if I see that someone is waiting for hatch and not trying anymore (eg. waiting in a random locker - especially with left behind which I’ve been seeing a lot more lately), I will go out of my way to make sure they die.
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Finally someone else who hates this challenge as much as I do.
It's not a challenge, it's just dumb. You literally have to be hooked to get the challenge, and you get nothing if you can play an entire match well enough to not be hooked at all.
Then you're encouraged to divebomb hooks even if it's not a smart move.
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I agree with them removing the slowdown addons but I just wish they would've replaced them with something better - the current ones are pretty underwhelming (and so are most of his addons in general).
Overall though he definitely got over-nerfed - I'm fine with the 30 second immunity on alarm clocks but a bunch of the other changes they made were just straight up unnecessary.
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It would be too easy to just facecamp with it and down rescuers.
Otherwise I'd be okay with it.
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If it's not going to be reworked, then I think at the very least it should warn all the survivors the moment it activates. I know that's not how most hex perks work, but I think this would be a healthy exception.
Ideally, I would want it to be reworked in a way that makes it more fair but also still keeps it a real threat - it is true the killer is playing the rest of the match with 3 perks, and it is a hex after all - it should be a strong perk. But the current suggested "counterplay" of doing all the bones ahead of time isn't really feasible most of the time (and is a rather time-consuming effort to prevent something that may not even exist), and it's an even worse idea now if it means you're denying your teammates from using boons.
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I don't care nearly as much about the false feedback (although I know it can be annoying) as I do about it eating killer powers. That's not validation, that's a buff.