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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • The thing with medkits is that they eventually run out. I think they should be toned down, but they're not nearly as much of a problem as COH is (unless you start putting the two together). COH is basically just infinite medkits and, as I've started to like calling it, Circle of No Pressure.

    Basically, I think healing speeds are an issue with or without boons, but the introduction of boons simply made that problem more obvious and gave it more potential to be taken advantage of. In other words, I think the issues lie both in healing speeds in general AND the perk itself, as well as how boons work in general.

    @Patrick1088 said:

    Tbf you have to find to find totem, bless it, get hurt and then come running back to the 24m area. Inner Strength can heal in 8s and isn't limited to an area if the map. Even self care builds can do a little longer without the search for totems.

    As killer I've only seen COH a few times. If you want to have fun with them then run Undying and Haunted Grounds. They waste potentially 56s of a game just to activate HG 2x.

    The reason inner strength is fine is because you need to cleanse a totem, which means it eventually stops working because you run out of totems + cleansing a totem takes 14 seconds and then you get ONE 8-second heal, so minimum 22 second time investment, not counting the time it takes to go to a totem and then go to a locker. This also has no (direct) benefit to your teammates - it doesn't allow THEM to heal. If COH allowed you to self-heal only once like this, then it wouldn't be OP. (That's not how I'm suggesting it be nerfed, but I'm just making a comparison here.)

  • The perk tiers made sense when the game was new, but I really don't see why it's still a thing. Removing it would massively help the grind. There's just so many perks in the game now and the number is only going to keep going up. I also feel like some perks have some sort of unneeded condition that only exists for the sake of having a perk tier (eg. Third Seal not applying to everyone if not at level 3).

  • Yea...the effects of the perk are okay, but is it much better than sloppy butcher? Not particularly, perhaps unless you're a killer that doesn't M1 very often (eg. huntress).

    The 9% penalty only adds around 7.9 seconds to a full generator (assuming you're doing it solo), and around 1.6 seconds to a standard heal.

    I think you could either go your route and make it work on every hook, and then leave it as it is, or don't but then increase the effects and/or increase the number of scourge hooks (6 perhaps).

    Fwiw, in all my survivor matches since the perk was released, I think I've seen it used by exactly one killer that wasn't a pinhead.

  • @Katzengott said:

    The only real counters i can think of are plague and legion.

    Looks like boons aren't as bad as i thought. They're a big "timewaste" for survs, even more in solo queue.

    I came to the point that boons actually help against the "rush gens injured" and DS, DH, BT, UB meta.

    Except when they're really coordinated with matching builds, medkits and SWFs on comms.

    BTW, does the blessing action (not the healing) negates DS?

    If you didn't know, Inner Healing doesn't as long you cleansed the totem earlier.

    As of right now, no, it doesn't disable DS. It really should. But it doesn't.

  • @Nathan13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613018#Comment_2613018

    I’ve never tried this combo, but can you pair tombstone piece with infinite tier 3??

    You can, to make it last until you kill someone. But killing someone will still force you back to tier 2.

  • I was actually really surprised tombstone piece didn’t get nerfed with the recent addon pass. I wouldn’t mind if it were.

    The iridescent one is fine the way it is though. You pretty much have to have PWYF to use it, so you’re already down to 3 perks basically.

  • @Jago said:

    You have a counter :

    Do bones.

    Again, “do bones” is not a counter when it can be reblessed an indefinite number of times. People massively overrate the time required to set them up - when you consider that there are 4 survivors who can be in 4 places at once, it is really not much of a time investment at all, and it pays off massively.

    The only way to truly “do bones” as a killer is tunneling the boon user out ASAP. And that’s assuming there aren’t multiple survivors with totem perks.

    Killers do not have the time or resources to continue putting out totems that are far enough out of the way - if you do, you eventually lose the match, and especially for killers with low mobility. And if you don’t, well, you also lose because you can’t create any pressure if you’re not a killer that has an instadown or that can end chases in a timely manner.

  • @TheSubstitute said:

    Shouldn't it be a lot easier to track survivors using Shadowstep with Bloodhound, Stridor or Spies in the Shadows? I find the Boons really powerful with both operating as if you down a survivor during a chase the increase in healing speed doesn't matter that much. It's evading the killer and then healing that's really powerful. They don't rely on auras so the lack of scratch marks on a smaller map wouldn't be as big of an issue.

    Stridor is a dead perk against Iron Will. Barring a complete rework/giving it a brand new effect, I actually don't know how you can fix it without straight up reverting the change, which seems incredibly unlikely.

  • @Xayrlen said:

    Survivors need 10/20 seconds to bless a totem, while killer only need less than 5 to snuff them out. Moreover they stand out greatly so you can easily spot them. So don't be dramatic and do bones.

    A killer who walks to a totem that takes him, say 15 seconds to walk to and then 2 more to snuff out, and then has to walk 15 seconds back to the generators, has just spent a lot of time for very little reward the moment one survivor resets the blessing. Let’s say during all this one guy is on hook, another person saves that guy, the 3rd survivor is on a generator, and the 4th survivor is on a generator until the totem is snuffed, and then goes and resets the totem. What have the survivors gained by the killer taking the time to snuff the totem? A gen halfway done, an unhook, and at the end of it all, the totem is back 30 seconds later.

    Killers cannot be in 4 places at once. This is why boons don’t work.

  • @Junylar said:

    There is a counter, by the way:

    Just

    Do

    Bones

    Yes, do bones when it can be re-blessed infinitely. Not to mention it may be way out of the way and not even worth going to, since the killer's time is 4 times as important as survivor time.

    One survivor cleansing or blessing a totem across the map isn't as big of a time sink when there are still 3 other survivors who can progress the match.

  • I would absolutely love to see something like this implemented. Whenever I play against a streamer I always go to check and see if they are streaming after the match so I can rewatch the game from the perspective of the other side. I think it would help players on both sides improve a lot.

  • @R2k said:

    Plague exists. Nurse still doesn't care about boons. Insta down killer stfu on boons. What else u need?

    Certain killers doing better against boon totems is not counterplay. If you happen to be playing one of these killers, great, and if you're not? Then what? Perks shouldn't be balanced in such a way that you need to play a certain killer to be able to play against it properly.

  • I’m a survivor main, and I already hate boon totems. Infinite self healing that doesn’t take a long time is a lot stronger than the devs seem to think.

    Before anyone says “it takes time to bless a totem” 14 seconds is not very long and isn’t any worse than self care. It’d be about an equal time commitment to bless and heal the first time (maybe longer if you don’t know yet where a totem is) but after that, you’re saving time every heal. It just completely defeats even a 3 gen.

    I have had multiple survivor matches where the killer was just screwed in end game, and some of these were even 3v1s. Don’t commit to a chase? Survivor heals and goes back to the gens and they’ve gained no pressure. Commit to the chase? Last gen gets done by the others, after a very long and drawn out endgame where the killer tries to apply pressure and just can’t. Go away from the gens and snuff the totem? Gens get worked on until the killer comes back and one survivor just goes back and sets up the totem again. It’s by far at its strongest in endgames, and quite frankly it’s rather boring to win with. It just feels like autopilot and not having to truly make any real effort, and I don’t care about getting injured because I know I can quickly reverse it.

  • That looks like a bug. You hit them with a hatchet, but afterwards you chased for over 15 seconds without using your hatchets which would reset it. Missing a basic attack doesn’t reset bloodlust.

  • It’s 9% of 115%, or 104.65%.

    Generally, movement speeds are multiplicative based off a killer’s base speed, but if there are multiple modifiers then it will add those together first, then apply that value as a combined multiplier.

    Example: NOED and 3 stacks of PWYF: 4% + 15% = 19%, then 115 * 1.19 = 136.85% or 110 * 1.19 = 130.9%.

    Additionally, Haste generally does not stack for survivors (though a speed boost from being hit does). This means for example you can’t stack Hope and Blood Pact (you would be faster than some killers if it did stack). This limitation does not apply to killers.

  • Idk how I feel about the MDR cherry blossom combo though, haven’t gotten to play against it.

    Other than that she’s fine.

  • I usually do, but tbh it depends on the killer and my mood. Sometimes I just don’t feel like using them.

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2612097#Comment_2612097

    If you're downing survivors because of Blood Favour, they're playing the game wrong. When you get hit, you just use the sprint burst to get to a loop without blocked pallets.

    Perhaps. Idk, I only tried a few games with it, I don’t typically run it. I didn’t really pay attention to how far they ran, just that wherever they went to had no resources, lol. I’ll take what I can get.

    @adam1233467 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2611979#Comment_2611979

    The problem is, I've never seen someone complaining about wraith

    People do. Although I think a lot of people who complain about him just don’t know how to play against him.

    Thing is, if he catches you out in the open, then yeah, you’re probably getting hit. People complain that he’s easy to play. But he struggles against survivors who actually know how to beat him.

  • Even though I’ve definitely had situations where I could notice the lunge difference, overall the nerf really hasn’t been that big of a deal for me. I’ve still been performing about the same with wraith as I did before. And I never ran all seeing anyways.

    I recently tried new blood favor on him and it actually felt pretty decent, definitely got some free downs because there were no pallets and I could quickly catch up.

  • I don’t think you understand how OP that would be.

    Survivors don’t need 7 perks. I don’t think any of those three need to be nerfed as they are, but basekit? If you want that then you’d have to make some significant other changes either in the way of nerfing survivors heavily or making some of the strongest killer perks basekit as well.

    The only perk I would consider that could maybe be basekit for survivors is kindred, and only seeing your teammates (not seeing the killer) in an effort to lessen the gap between solo and SWF.

  • Tbh it is pretty laughable that it pretty much almost completely obsoletes Left Behind now that it also reveals the hatch.

    That said, it's not a perk I'll use. I don't think it's terrible or any worse than some of the other similar perks we have but it's just not something I'd want to run.

  • @themoobs1984 said:

    https://forum.deadbydaylight.com/en/discussion/292061/so-how-s-everyone-s-games-as-and-against-spirit-been

    Been same as usual. The effects of her nerfs have been exaggerated and full of hyperbole.

    Yea I mean she's definitely weaker but she's still really good. The dust change would've been bad but they didn't go through with it thankfully. I think she's in a good spot now.

    I think a really good blight is probably stronger than spirit now though simply because he didn't get nerfed at all. But that's fine.

  • I've really been enjoying playing as her, I played a few games with her last night and had a lot of fun with her. Won two, lost two. I could definitely tell that the survivors knew where I was more frequently than they could correctly predict before, but I still felt in control of the chase and it was more rewarding to down people knowing that they had more information than they used to with old spirit.

    As survivor I've only seen her twice since the update. One of those games was fun, the other one I didn't get chased much unfortunately.

  • Legion needs a full rework, but it sounds like we're getting at least something for him so we'll see what happens.

    His power is incredibly underwhelming to play against because you mostly stop caring about it as soon as you're injured. 9/10 times I just don't heal against legion if I'm not on death hook, it's just a waste of time.

    No matter what they do to him though, I think one thing he needs is that he needs to be able to grab people in frenzy. Using your power and then seeing a generator finished in front of your eyes because the survivors know they can't be interrupted just feels terrible.

  • It went from being unfair for survivors to being unfair for some killers depending on whether they have a power that can be impacted by it or not.

    I’m glad they tried to address it and fix being exhausted on the ground, but the state it’s in now is not okay.

  • Well that sucks. I was definitely going to use all my offerings on the final day and I’m sure I wasn’t the only one. I get that they do need to be removed but why do it early? If there was some licensing issue then fair enough, but it would have been nice to know that before the 5.3.0 release and not finding out after the fact.

  • Yep, it does.

    FTP's broken status normally is 60 seconds, Vigil increases the recovery rate by 30%.

    The way the game calculates this is adding 30% to the default recovery rate of 1 to make it 1.3, then divide 60/1.3 = approximately 46 seconds. So you lose your broken status around 14 seconds faster.

  • When it comes to finding hatch, it depends a bit on the map, and there's no specific rule I can give you to guarantee you will find it every match, but there are some map-dependent rules and limitations you can keep in mind such as these:

    -The hatch never spawns in the basement. This is true on every map.

    -If there is a hatch offering, it will have no effect on any indoor map as there is no main building or killer shack (these are the two places hatch offerings can force the spawn to be at). If it's at a shack, it will be outside of the shack on the side with no entrance (no door and no window). Every outdoor map has a killer shack EXCEPT Haddonfield; if you get that map with the killer shack hatch offering, it will also have no effect.

    -On indoor maps other than RPD: The hatch will only spawn either on the 1st floor, or on the stairwell between the 1st and 2nd floor. It will NEVER spawn on a 2nd floor.

    -On RPD: The hatch can spawn on ANY floor including the 3rd floor library, have fun finding that. Hatch is an absolute crapshoot on that map and there's really not any good tips I can give you for it.

    -On outdoor maps: Generally speaking, the hatch can spawn in a lot of places, including in jungle gyms, in main buildings, near pallet loops, or just out in the middle of a deadzone, but it will NEVER spawn on the very edge or corner of the map (it can still be close to an edge though). The exception to this rule is the Backwater Swamp maps, on these maps the hatch CAN be tucked away in a corner or directly up against the edge of the map, which is kind of annoying but worth knowing about.

    That's about all I can think of right now, hopefully this helps.

  • Running the killer for a long time in a 3v1 and then getting hooked and seeing the other two running across the map or hiding and not doing gens because they've already given up.

  • The system we had before was bad. And somehow, MMR made it even worse.

    At least the old system could still reward you for a good game even if you died. The current SBMM system is not truly Skill Based Matchmaking, it's Escape Based Matchmaking. If we actually had a legitimate MMR system that took things into account and was based off more things than just "did you escape or not" I'd be okay with it, but right now that's not what we have. Not even close. And I realize that's hard to implement because of how many things we have in the game now. But as bad as the old system was, it was better than this.

  • I just wish survivors could consistently get around the same amount of points that killers generally do without having to run WGLF. If you have a bad match you may not even get 10k. You can lose as killer and still get 15-20k.

    I generally play around 70% survivor 30% killer, but a lot of the time I play killer is either at night when survivor queues are long, or when I feel like actually being able to get a substantial amount of bloodpoints.

    I don't think this would entirely fix it, but I wouldn't be opposed to the idea of the BP categories being uncapped (eg. you can get more than 8000 in one category if you're the survivor that is on gens all game and never gets chased, or you get chased all game and can't be on gens) while still keeping the 32k total cap.

  • @dallasmedicbag said:

    https://forum.deadbydaylight.com/en/discussion/289499/so-how-fast-will-circle-of-healing-get-nerfed-do-you-reckon

    so you prefer having the same stale meta perks for survivors instead of something new? ok

    In circle of healing's current state, yes, I would much rather deal with 4 dead hards, 4 decisives, and 4 unbreakables as a killer.

    In the right circumstances, killers straight up cannot do anything to counter coh. It's a catch 22 - you either kick the totem and lose the gen/lose the chase/etc. (and it gets relit when you leave) or you defend the gens and you wasted time injuring because they can heal themselves infinitely. It's an unhealthy perk and it will be until it gets nerfed, and I'm not even that confident that it will be nerfed, as much as it should be.

  • Legit have not played against him once since the nerf.

  • @Bennett_They1Them said:

    Also, should distortion block killer instinct as well?

    Blocking killer instinct seems like a niche thing but maybe it would work? You'd just have to be ok with the fact that it's not going to do anything in a lot of matches.

    There's nothing else in the game that blocks killer instinct right now. I love seeing people jump into lockers against legion thinking they can hide.

  • It doesn't really matter if they can see the aura or not. It doesn't fix that the killer doesn't have time to put it out if it's very far away and even if they do it can just be brought back as soon as they leave and go back to the gens.

  • Having it spawn at the start just favors the killer. They will pretty much always get there first if they play it right.

    I kinda wish they would just rework the entire 1v1 endgame scenario in general. What we have now is far better than what we had before with old keys, but still.

  • I think totem spawns in general are an issue. Survivors spawning right next to them, having them right next to generators, or just out in the open/not hidden at all. It would be nice if it at least couldn't be cleansed before the killer can even cross the map to get to it.

    I also had a match a few days ago where I could visibly see a hex (as a survivor) during the opening camera pan when the game started. How is this still allowed to exist?

    And as much as I hate RPD, at least when I get that map I have a better chance of my hex staying up longer than 30s lol.

  • I think his basekit is fine, but his addons need some serious changes. Pretty much everything besides range is just garbage.

    How does lost memories book only inflict Oblivious for 15 seconds when there's a similar nemesis addon of the same rarity that causes it for 60 seconds? And how is crimson ceremony book a purple addon?

  • His power still takes the same amount of time to activate, the sound and the animation just have a different timing than they used to and it's thrown a lot of people off.

    Before it was ever bugged (prior to Pinhead release), his sword would go into the ground and you'd hear the sound with it, but this actually occurred a fraction of a second before the power would be fully charged and you could actually unleash a wave (and start leaving trails). Check some older videos during the RE chapter and you'll notice that the prompt at the bottom of the screen to press left click to attack actually appears later than the sword going into the ground.

    In the previous patch (when the bug started), the sound and animation were actually out of sync with each other, which was AWFUL. The sound would play at the same time as it did before, but his sword would go into the ground right as the power was fully charged. I straight up just didn't play him at all because it was just too much of a distraction and it was causing me to miss shots left and right.

    In the current update, his sword goes into the ground right as the power fully charges, and the sound plays as his sword goes into the ground, so they're no longer out of sync, but not the same as what it was before. But the actual time required to fully charge his power is unchanged.

  • Deliverance is already very strong if used well.

    It removes a lot of pressure the killer would have otherwise had and allows your teammates to continue doing generators/focus on other important objectives. Nobody has to get off a gen/stop what they're doing and come get you. Not being able to heal for 60 seconds is a minor downside, but it's generally still worth it unless there's someone already close to the hook just waiting to save you after the killer leaves.

    Not to mention endgames with deliverance and DS is often just a free escape.

    The risk involved is that you need to ensure you don't get hooked first because you won't get to use it if you do. It's a strong perk that you need to earn by saving someone before getting hooked yourself. It's fine the way it is.

  • No. It's strength is fine but the way it works is not.

  • @snek said:

    numbers say otherwise - in terms of time efficiency it's still slightly worse than if survivors were spread out on different gens (you can see it on wiki or by red bar suggesting you have slower individual speed)

    this perk is okay, it's the gen mechanics themselves and map design that should be reworked to match soloq needs, because soloq is miserable rn

    While it is true that it is generally more efficient for survivors to split up (Prove Thyself never allows any survivor's individual repair speed to go above 1 by itself), its strength is later in the match when there are less generators left. In this case it can be about the equivalent of a good toolbox.

    I agree with you about other gen mechanics and poor map design being a problem though.

  • I do think it could be toned down a bit.

    For insight, here are the current numbers on generator repair times with and without this perk:


  • Can confirm NOED does this if it lights up on a totem currently being blessed. The action will reset and will then have the longer bless time that hexes are intended to have. I'm not sure if this is an intended feature to ensure hexes take longer to bless, or if it should just then be slower from that point forward without resetting.

  • Shadow step is ok. Circle of healing absolutely breaks the game if used properly and makes a lot of weaker killers even worse than they already were.

  • Unfortunately I really haven't gotten to experience new spirit that much as a survivor. I've only seen her once since the update. Most of the good killers I run into are blights.

  • Ignoring basement bubbas, he's one of my favorite killers. He's simple but very intimidating, and chases against him are almost always exciting because of the fear of being instadowned if you mess up. I find him very fun to go against and I play him a lot too.

  • More points and pipping, if you care about that.

    At the end of the day though I don’t really care about 12 hooks, if I won and the last survivor got one-hooked, oh well.

    If I win because nobody cleansed my devour and I only got 5 hooks, oh well. I got to execute everyone which is good enough for me.

  • Ever since the NFT thing I haven’t seen him that much. And when I do see him, about half of them have engineer’s fang.

  • Currently there is nothing that changes blessing speeds except Thrill of the Hunt (or blessing hexes).