sizzlingmario4
sizzlingmario4
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2634125#Comment_2634125
I still find it useless, I can hardly tell the difference with the speed.
If you do an entire gen by yourself while injured it saves you 6.6 seconds.
Overall I’d say resilience is fine, if anything the only thing I’d change about it is to make it work on blessing.
For mettle of man I’d say they should just remove the killer seeing your aura and make it deactivate as soon as you tank a hit (rather than needing to be downed). It’s already hard to make it work, I don’t think it needs a downside.
I also don’t think hope being 9% is a good idea because any 110 killer will pretty much just never catch up to you. It’s meant to give you a speed boost but it shouldn’t be impossible to be downed. A good alternate buff could be to make the 2 minute timer for it pause while slugged and while on hook so it’s not wasted there.
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Nerf her recharge addons.
Other than that I wouldn’t do anything to her.
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Hot take.
The basement is overall unhealthy for the game and should just be removed outright (add more hooks on the map to compensate for the hook loss).
Rework monstrous shrine into a scourge hook perk with the following effects:
-9% faster Entity progress (unchanged)
-Hook escape attempts CANNOT be performed.
The current 9% penalty for failing an escape still allows you 3 attempts making it negligible, and the 15% increased difficulty is multiplicative (eg. 15% of 4%, which comes out to having a 3.4% chance to escape), also making it negligible.
Then gift of pain should also be buffed to make it more appealing. Considering there are only 4 scourge hooks, I think either of the following two changes would be fair:
a) Increase the repair/healing penalty, or
b) the penalty applies even if you do not heal and/or the penalty persists until your next down, instead of until your next injure.
I also agree scourge hooks should not break on a sacrifice. I’m okay with them being able to be sabotaged though.
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@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/2633838#Comment_2633838
See that's the thing, you could buff it in trade off of giving it a duration. Make it work off of abilities even, it doesn't have to be a nerf, the idea is more to rework the perk, I was just suggesting one part of it which irks me about the perk design really.
If it was going to be based off duration then at that point it should just inflict broken instead. Which honestly wouldn’t be a bad idea as a rework to forced penance - what it is now with its protection hit requirement makes it not worth running most of the time.
But the point is, broken already exists to make healing not an option. Mangled being on a timer is therefore redundant.
You could make sloppy butcher work on special attacks, if it has a duration any shorter than like, 3 minutes or more, it’s probably a net nerf for most killers.
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Numbers on COH should be reduced, especially self-caring. Then, either:
A) Snuffing needs to destroy the totem (and add a couple more totems to the map and rework the numbers on perks that rely on totem count such as thrill and small game) , or…
B) Once a totem is snuffed it takes longer and longer to rebless (like the wake up action against freddy), and/or…
C) Boons themselves need to be put on a long cooldown after being snuffed during which time they cannot be used again.
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I think iron will should just give the survivor regular breathing (as if they were healthy) instead of the injured noises, rather than just making them completely silent. This would also make stridor actually have at least some use again (although it’d still not be very good).
Sloppy butcher is fine the way it is. It’s meant to slow down healing, not force you to wait 60+ seconds to avoid slower healing.
Also not sure what you’re trying to say about coulrophobia, vigil has 0 interaction with that.
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@Incarnate said:
https://forum.deadbydaylight.com/en/discussion/comment/2631650#Comment_2631650
I don't think this will fix it, first step is to make bringing boon totem perks just as risky as bringing hex totems - meaning making killer able to do both cleansing and hexing totems, that's the only way it can even make it remotely dangerous to bring boon totems. It absolutely has to be just as risky to bring boon totems, problem just is, that the killer has more than enough to deal with than to go hunt for boon totems. Also, with how they're making the meta so survivor-sided, obviously they want the survivors to win and the killer to lose, and it also means that the game's title really has lost all of it's meaning. But BHVR will never start to correct the overly survivor-sided "mistakes" they've made, because it's what keeps all of those casuals and competitive tryhards forking over tons of cash for comestics and DLCs, and if this is not their reason for making the game so heavily survivor-sided, guess it just means they're exceptionionally biased and shouldn't be making a 4v1 game.
Boons really should not stack, it's should be a single effects for each, just like hexes, and most certainly not give such insanely overpowered (greatly imbalanced) bonuses and abilities that basically means they're getting free extra perks, which the killer have no way of actually replicating or compensating for.
Oh boons absolutely need some changes, yeah. I was just focusing primarily on hexes for that post.
The biggest problem right now I'd say is that despite how strong circle of healing is, snuffing a totem is often not the correct play for the killer to make, putting them into a lose-lose situation.
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She's boring to play and even more boring to play against, her power is not interesting and is just "you stepped too close to triangle, congratulations."
She also heavily encourages camping and if you get downed near basement against a decent hag it's often just GG since you can't crouch out fast enough before she can just walk back herself. There is nothing about her that makes her engaging or fun to play against.
I'm glad almost nobody plays her.
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I think really they just need to fix totem spawns/eliminate survivors spawning within x meters of a totem or within LOS of a totem/don't let a totem be in plain sight right next to a generator. (And I would say this rule needs to extend to dulls now too with boons existing.)
Then you could also consider making lullaby a bit better.
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My guess was that they nerfed it so that if a survivor wants to bless a hex totem the killer doesn't immediately know where to go to put it out. Although you can do that anyway by memorizing where your hexes are. Then they just buffed the slowdown to compensate.
But yeah, this could be why too.
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You don’t, lol.
It’s a lose-lose, you waste time snuffing a totem which you don’t have time to snuff, or you don’t and then you lose because you can’t apply enough pressure.
Anyone still unironically telling you to “do bones” may as well be telling you to tunnel them out of the game. Because that’s the only way to truly do them.
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Until we got the new scourge hook perk in the ptb today, I would have absolutely agreed that there needed to be more than 4 because gift of pain's effect is simply not good enough to justify it.
However, I think with the new pain resonance perk, 4 is fine. Gift of pain just needs to be directly buffed instead.
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@Warcrafter4 said:
Power Struggle is a perk that can never be buffed because of how game breaking it would be if it was good.
Its the developer's own reason for why they can't just buff Monstrous shrine's numbers.
As for why Power Struggle can't be buffed is that a self save is one of if not the single most powerful action in the game.
So making it being able to be used on every down like you have suggested is game breaking given that there are spots where a killer is FORCED to go through a pallet to reach a hook most noticeably on the map "The Game" on the bottom floor.
It would require the game's entire map generation to change to make this idea remotely fair is why it will never happen.
^ this.
I 100% agree flip flop by itself could and should be 1:1 recovery to wiggle conversion (maybe cap it off at 40% if you do that), but it will never happen with current power struggle because it would be broken, especially if combined with unbreakable.
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If killers gain the ability to remove totems from play entirely then I think adding a few more totems is fair.
Could benefit both sides really, survivors still get to use their boons multiple times, but killers could also have more bones for plaything and noed.
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The current scourge hook perk we have now just isn't strong enough to justify only having 4 scourge hooks. It's too hard to make use out of it for only a mediocre effect. And if they stay injured after being unhooked it does literally nothing.
I wouldn't mind seeing monstrous shrine reworked into a scourge hook perk (I hate the idea of basement perks in general), but the scourge hook mechanic itself as it is right now is too weak, unless we're going to considerably buff the associated perks to make them worthwhile with the current system.
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March of this year.
Got into it after watching a couple streamers I liked play it and thought it looked cool so I decided to try it out for myself and I liked it.
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The problem isn't undying, the problem is that boons can be relit as much as they currently can be/snuffing totems is very often not the correct play for the killer which creates a lose-lose.
The only thing I would change about undying right now is that it shouldn't warn the survivors, ever. Getting cursed when going past a dull totem is like holding up a giant sign that says "Hi, I'm undying and I'm here to protect something else more important". Ruin's not in the game? No other hex is already known about? You can probably figure out what's up.
The developers even said themselves one thing they didn't like about old undying was that it was "unpopular with token-based hexes" yet running it with devour is almost worse than not running it since it can give it away early against a smart group of survivors.
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I can't really say because I don't bring keys now and I never brought them before the nerf either. Old keys were incredibly unfair and I just refused to bring them because of that, with nerfed keys I wouldn't feel as bad but I don't usually bring items anyways and if I did I'd rather have something else.
In the few games since the nerf where I've pulled them out of chests (I think like 3 total), no, I haven't been targeted for it and in 2 of those 3 games I escaped through the exit gates/didn't need the key to get out.
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A couple weeks ago I played with one of my friends and they legit spawned 1 meter from ruin. And it was directly in their LOS from the default camera position when the game started.
The trickster was about to engage in his first chase (with me) when the hex popped across the map.
He immediately stood still and decided to let us farm.
I've also had games where I can't immediately see a lit totem, but I'm close enough to it (eg. on the other side of a wall) that I can still hear it and immediately know it's there.
They really need to make a better fix for this, and with boons in the game now I would argue that survivors shouldn't spawn near ANY totem, not just hexes.
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@YOURFRIEND said:
It's pretty wild that Blood Echo has a cooldown.
Oh yeah, forgot about blood echo.
That one I would straight up remove.
@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/2622526#Comment_2622526
There are a few perks where their cooldowns are just the length of the effect, meaning that the cooldown only serves to prevent the perk from stacking its effects continuously, and I think that's a fair use of a cooldown.
Perks like Hysteria and Make Your Choice apply a cooldown for this purpose, and strength of the perks aside (I don't think Hysteria is very good tbh), I think it's a perfectly reasonable design choice to invoke in those cases.
Funny enough, hysteria had a 60 second cooldown on the RE PTB, lol. Glad that got reduced.
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@Seraphor said:
If a gen is currently regressing then when a survivor starts repairing it, all they do for the first 2 seconds is pause the regression and if they disconnect within those 2 seconds it carries on regressing. They need to remain there for more than 2 seconds before the regression is permanently halted and repair progress is made. This eliminates gen tapping.
Completely agree with this idea.
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Some cooldowns need to be shortened, yeah. But not all of them.
Cooldowns I would change? Dragon’s Grip and Oppression come to mind.
You could also just make dragon’s only go on cooldown if a survivor actually gets exposed, and then 80s probably isn’t even that bad.
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It doesn’t matter what you change about spirit, there will always be people who want her to be nerfed into the ground until she actually gets hard gutted and feels terrible to play and is super easy to win against. Aka what happened with deathslinger.
Personally I’m mostly fine with spirit as she is now; only thing I’m unsure about is MDR + cherry blossom (I still have yet to play against a spirit with it). I’ve been playing her more too since I don’t feel guilty doing it.
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Devotion 4, Level 71. Been playing since March.
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For killer, I'd say wraith. Predator is worthless, bloodhound is extremely underwhelming/following blood isn't usually hard enough that using the perk makes much difference, and shadowborn is just an FOV increase which I know some people like using on certain killers but overall it's pretty niche.
For survivor? I'm surprised no one has said Jeff yet, actually. Ace and Ash are definitely down there but at least Ash has flip flop and you can have fun with that if you run power struggle.
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Surge, Remember Me, and Knockout. Although the bigger problem with Remember Me is that the obsession is immune to the penalty, so I think that should be changed first.
Maybe even Dark Devotion? That one might be unnecessary though.
I think sloppy is okay as M1-only, although it's admittedly not as useful these days with the healing meta.
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@Adjatha said:
Playing a full round of Dead By Daylight SHOULD involve the survivors doing a variety of things. You shouldn't be able to have the best looper on the team run the killer around for the full length of the match, and you shouldn't be able to have half the team sit on gens unmolested the whole time. Players should have to take the time and risk to save each other, and heal up damage the killer does. And then, right at the end, you get a big, creamy bonus if you manage to escape.
Now, that's not the way things work, and all too often the '1v1 balance fixes' have enabled one survivor to just run the killer around for the whole match, leaving the others to do nothing but hold M1 on gens for the whole match. And that's a bad, boring system, but it's the one we're stuck with. Survivors shouldn't then be rewarded for ignoring 75% of the game's mechanics. If you want the full BP score, play the full game. Trade off looping. Go in for stealthy rescues and timely heals. Have everybody take a turn on generators as needed, even your SWF team's 10,000 hr ringer. THEN you'll deserve the full 32k.
And if you're fine with a regular 15-20k, keep complaining about how this killer or that killer isn't fair in 1v1s, so you can keep 3/4ths of your team on generators for the entire match and never have to worry about healing, unhooking, or playing interference.
So it's the survivors' fault and they should get less points if the killer decides to throw the whole match and chase one player all game, and doesn't down them so the survivors have no way of healing because nobody else is injured?
If you want to "trade off looping" as you said, then you can voluntarily try to get chased, sure, but that doesn't mean the killer has any obligation to actually go for you.
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Yes, the category caps need to go.
If a killer decides to chase one person all game, that survivor may get a ton of boldness points but won’t get anything for objectives, meaning they don’t actually get as many points as they could otherwise, which is not that survivor’s fault. Similarly, the survivors doing the generators during all of that can max out on objectives, and get no boldness or altruism, which they also have no control over.
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It's actually just a visual glitch btw - sloppy butcher does still slow it down. The real bug is that the healing bar just simply isn't turning red to show that. I noticed this before and timed it in a custom match to confirm.
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Fwiw, do you think this would be too strong as a black box rework?
”Survivors who interact with a dream snare or dream pallet suffer from the Exposed status effect for 3 seconds.”
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I get why they changed his slowdown addons but what they replaced them with is incredibly underwhelming. Same with new black box, blocking exit gates but only for 15 seconds and only for survivors in the dream is not at all worthy of an iridescent.
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My answer to any of these three questions depends on how I died; if I die to ensure someone else gets out that otherwise wouldn't have, then I'll take it as a personal win IF that survivor actually escapes, regardless of whether the other 2 got out or not. If they die anyway, then it's a loss.
If I die running the killer for long enough for my teammates to get that last gen and get 2 or 3 people out of the exit, then yeah I'll probably take that as a win.
Similarly, if I escape through hatch I don't really consider it a win, more just that "I didn't win, but I didn't completely lose either".
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The incorrect visual feedback for the killer is annoying but I can live with it. If they can find a way to fix this, then cool I'll take it, but for missed basic attacks, it's fine.
Eating powers however is not fine as that is not truly hit validation and is an actual buff to DH.
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COH needs to be toned down along with some changes to the core mechanics of boon totems.
With those changes, I think shadow step itself is probably fine as it is.
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Even if you ignore the breakable walls that pretty much need to be broken, I've always found it stupid that it has walls which pretty much have no advantage for the killer to break (those ones around that room with the dead-end window).
Like why are those even there? Decent killers know not to break them, new killers who don't know what they're doing break them not knowing that it's not actually helping them at all.
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I've mostly stopped using sloppy butcher. Circle of Healing doesn't completely negate it, but you can still heal so quickly that I'd rather just bring something else/it doesn't really make as much of an impact.
I used to use it primarily on hit and run killers but hit and run is kinda dead now.
If you're healing someone else within COH, sloppy takes it from 8 seconds to 10. So meh.
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I would be okay with it working on any down.
The cooldown is fine as it is though if you add special attacks to it, especially considering it can stack with ruin.
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I don't necessarily have a problem with the DS skill check, but I wouldn't care too much if it were removed either.
I do remember a killer match I had one time though where a nea who clicked her flashlight at me all game proceeded to let me down her in the exit gate instead of running out because she had DS and just wanted the last laugh.
Except I got the last laugh because she then proceeded to miss her DS.
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More than anything I just wish tier 1 wasn't as much of a hindrance as it currently can be. You may get an early stalk without someone seeing you and get out of it quickly, or you might not. Undetectable is nice but when you're a 105 killer, it's not worth a whole lot.
I wouldn't be opposed to the idea that getting out of tier 1 only requires around a third of the stalk you need right now, and/or increase tier 1 movement speed as you suggested. I don't even think it would be too much to give him his full lunge and also make him 110 in T1.
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My #1 favorite map is Coal Tower, easily. It's fun, has resources for survivors and also isn't huge.
I also like Chapel and Dead Dawg, most of the other macmillan maps (not shelter woods), most of the autohaven maps besides blood lodge, and pretty much all the indoor maps besides RPD and The Game.
My most hated maps? Haddonfield, RPD, and preschool.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/2615192#Comment_2615192
Not a single part of this is true, because MMR is not a reward.
We still have an actual reward system based on the exact same emblem system we've always had. Use it.
The problem isnt MMR, it's the players acting absolutely insane over MMR and treating it as a reward or a goal. You're supposed to ignore it, it will work fine if you do. It was working fine until it was datamined and everyone found out it was based on escapes.
Yeah, we still have the old emblem system. And that's fine.
All I'm saying is that it is not an accurate measurement of skill, whether you're meant to ignore it or not.
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@PNgamer said:
https://forum.deadbydaylight.com/en/discussion/comment/2614733#Comment_2614733
Why should the current system be worse than the old one ? The old one was not good, true. But. with the current one the matches are more balanced
The old system could at least reward you for having a "good game" (according to what it considered good, which still wasn't great) even if you died.
The current system places no distinction between having a terrible game and dying at 3 gens, or having a good game and dying in endgame because your teammates didn't save you and/or you could have escaped but you died to ensure someone else could get out.
Similarly, it rewards a killer who gets 3 hooks all on one player (eg. tunneling one survivor and then never getting another hook) the same as it rewards a killer who only got 1 kill but got 8 or 9 hooks and actually played a pretty decent game.
I get that it's probably impossible to create a "perfect MMR system" for this game when you consider how many factors would have to go into it, but it shouldn't have taken this long to implement an MMR system that is this low-effort, if you can even call it an MMR system.
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I mean I get why it doesn’t work, because literally every other hook perk in the game on both sides specifically does not work with cages. But this change would only affect BP gain, so honestly I’d be okay with making an exception for it.
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Question for people who actually play trickster.
What do you enjoy about him that doesn’t make you ask yourself “why not just play huntress instead”?
Personally I don’t play him, but he’s definitely not fun to play against.
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If the MMR system was going to be based solely off kills and escapes and nothing else, then they should have just kept the old system.
I’m not defending the old system at all btw - it was bad. But not as bad as what we have now.
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It’s okay, and can be a nice timesave since you don’t need to spend time healing. But I don’t think its effects are strong enough for what you need to do to activate it, aka healing someone else.
A couple months ago I tried it for around 20 games or so. Basically every time, it led to one of these 3 outcomes:
- The killer didn’t come back to the hook, I got healed automatically, 20 seconds saved
- I didn’t get to heal anyone before being hooked so it didn’t do anything
- I got tunneled off hook and downed with no BT, and thought to myself “DS would have been more useful”
In other words, I like the idea of the perk, but I think it often comes up short when you really need it. I think I would change it to make it take 30 seconds, but not require healing someone else/have it be always active after you get unhooked. It already has the inherent risk that if the killer downs you soon after you get unhooked, then you lose it entirely. I don’t think it needs an activation condition on top of that.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613802#Comment_2613802
I just don’t want the devs do do another MOM situation tbh. The survivor meta is stale as hell and COH could be an interesting new perk to use
Fair enough. I wasn’t around for the days of old MOM, but from what I’ve heard about it, it sure sounded like an interesting time.
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@oxygen said:
https://forum.deadbydaylight.com/en/discussion/comment/2613673#Comment_2613673
I honestly have no idea what sort of "identity" boon totems have under the hood.
They don't disable DS, while all other interactions with totems do. But at the same time they're clearly not dull totems, but Undying's aura reading works with them. It's like they don't know what they want to be 😄
Yeah idk. To me it just seems like boons were rushed and BHVR failed to consider how they would interact with a lot of perks that were already in the game, on both survivor and killer side.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613751#Comment_2613751
If it’s out of the way surely that means survivors have to go out of their way to heal too right? I will say the time efficiency is probably too much right now but I just don’t want boon nerfed into the ground too early
Yeah, they do. Which they’re fine with. Go away from the action and heal while the others progress the match, then come back to the gens. It’s like self caring in a corner except it’s not ridiculously slow (which is why self care isn’t op).
I understand not wanting it nerfed yet considering it’s only been in the game a couple weeks, if only to collect more data on it/figure out how to fix it properly and in a way that makes it fair but doesn’t make it garbage.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2613716#Comment_2613716
That takes 16/24 seconds to make and only affects 24m. It can also be destroyed.
All the time on boons is time off gens remember?
Ok, so one survivor (and only one survivor) gets off a generator to set up a totem. And then the killer snuffs the totem only for it to be set up again. If they snuff any totem that's even the slightest bit out of the way, it's usually a net loss for them since they can't actually get rid of it permanently.
If survivors are stupid and set up boons right next to incomplete generators that the killer wants to patrol, and the killer patrols that generator and snuffs the totem out 5 seconds later, then yeah, the survivor wasted their time off a generator for no benefit. But all you have to do is be smart about where you're setting up your totems and make it as inconvenient for the killer as possible, at which point it's no longer worth their time to snuff, and you've given your entire team an incredibly strong healing boost.