sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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If you’re on totems in any capacity, you’re not being tunneled. So yes, considering that and the fact that you can override hexes with it, blessing absolutely should disable DS.
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You hold M2 to rev the chainsaw until the meter fills up, then it will start his chainsaw sweep and you let go of the button. Then you press M2 again before the power gauge in the bottom corner runs out to use another charge and extend the chainsaw sweep. As soon as you press the button it will consume another charge, so you have to learn to time it well so you're not wasting your charges.
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Feng is better, again.
But Yui is good too.
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I think base gen speeds themselves are fine. I think there are other problems which range from toolboxes, BNPs, survivor spawns, and map sizes (and more) that actually make it an issue.
For insight: a BNP, if you hit both skill checks, saves you 15 seconds on a generator: 7 seconds baseline, and an additional 4 seconds per successful skill check.
When it comes to spawns, I think survivors should generally always spawn together or very close to each other, and the killer should spawn in such a way that it guarantees 3 adjacent generators will be blocked if corrupt is being used. I still think some kind of "early game collapse" mechanic would be a good idea.
Oh and also, fix hex totems being in plain sight of survivors when they load into the match. Idk how this is still a thing in 2021.
Then make maps like Red Forest smaller and we're getting somewhere.
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NOED just feels really cheap. It's a perk that activates because the survivors finished their objective, not because the killer did anything to earn it.
Personally I refuse to use it as a killer and if you as a survivor can run a killer for multiple gens but then get instadowned at the end simply because you performed well and allowed the rest of your team to finish the gens and reach endgame, that just feels really lame. I enjoy using, and enjoy playing against devour because it must be earned and can be earned at any point in the match, even if it has a similar effect to noed at the end of the day.
Also, going out of your way to cleanse all 5 totems is not good counterplay. It's just spending time doing something to prevent a perk that may not even be in the game. And it's a bad idea now anyways because you're denying your teammates the opportunity to use boons if you break all the totems.
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I just played several games as survivor and this was my conclusion about circle of healing specifically:
I think it either does close to nothing, or absolutely wins you the game and the killer has zero chance. Nothing in between.
For example: 3 gen on hawkins was impossible to lose because for the killer, it was either commit to a chase and lose the last gen, snuff the totems (which were far away) and also lose the last gen, or go back to the gen continuously (which is what he did) and every time he knocks a survivor off of it, they go heal themselves and come back 20 seconds later. Rinse and repeat until we won the game and we all escaped. There was NOTHING the killer could have done that would not have eventually lost him the match one way or another. Without that boon he had enough pressure and enough hooks prior to that point that he maybe could have made something happen. But with infinite med-kits, no way. We as survivors did not have to think at all, we could just literally play like bots and it didn't matter if we made mistakes or got hit because we could very easily undo it all.
People try to compare these perks to hexes and say "they're fine just snuff out the totem and they take time to set up". However, snuffing a totem far away from where you need to be takes too long and isn't worth it, and if you leave it up, it also isn't worth it because it allows survivors to reset while others progress the match. It's a lose-lose situation, and the setup time is more than made up for in healing times and how much longer a chase can be sustained with that extra health state. Not to mention that if the totem IS snuffed out, it can be re-blessed, which only takes 1 survivor to do, while the others continue to progress the match.
I also recall from the most recent Q & A stream someone asked "why can survivors re-bless totems indefinitely and hexes are one time use", to which the answer given to us by the devs was that boon perks were intended to not change the core flow of a match, while hexes do and are "strong". Thing is, while that may be a valid argument for shadow step, circle of healing absolutely DOES change the core flow of a match. Infinite med-kits are no laughing matter and you pretty much can't drop chases or play hit and run anymore because that survivor WILL be healed quickly. I expect the meta will shift to Plague and killers with instadowns or that can end chases quickly (eg. nurse), and I'm also expecting to see more tunneling, because that probably is the next best counter right now, even if it sucks for survivors.
I don't think shadow step is nearly as much of a problem. It's very good but it's not game-breaking OP. You can still follow blood trails if they're injured, and you as a killer can figure out that it's in play when scratch marks suddenly stop.
In general I like the idea of boon totems and that the devs tried to introduce some new gameplay around a new mechanic, but I feel like it was very poorly executed and rushed and needs to be reconsidered from the ground up. They also failed to take into account a lot of other things in the game that already interact with totems, such as DS not deactivating on a bless or how it directly interferes with other survivor perks that require cleansing such as inner strength or counterforce. The whole "cleansing vs blessing" thing kind of becomes an issue where one survivor uses their perk at the expense of the other (another thing that separates solo from SWF, which is not what we should be doing).
I'm probably going to stop bringing circle of healing as a survivor the same way I refuse to bring NOED as a killer if it remains like this.
And, as OP made a point of, there's one killer who is already on a massive time crunch. There are 4 survivors who can split up and look for hexes if they need to, and there can still be survivors on gens during all of that.
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Hag
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I have been playing Spirit a lot since the update and have been enjoying her. Unfortunately, pretty much every other match has had dcs or people ragequitting on the first down, but the matches that I’ve actually gotten to play with her have been fun.
But as for survivor, I have only encountered her once since the update and I would like to see more of her to have a more definite opinion on playing against new spirit.
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Yeah I don’t understand why it‘s not a guaranteed hit tbh. It really should be.
I remember one time I was playing ghostface and this happened to me at a window, it started a grab animation but changed it to a swing which subsequently missed.
So instead of being downed the survivor got away with Lithe and I ended up having to drop the chase because it wasn’t worth it anymore.
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They should be nerfed but considering circle of healing literally just got added into the game I kinda doubt we'll get it any time soon.
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He definitely needs shorter power recovery. I know BHVR just addressed this in the update, but it's actually a net nerf if you still run double recovery addons (it takes 1 second longer than it did before). I get that they wanted us to use more of a variety, but the fact remains that the majority of his other addons either just absolutely suck and/or are extremely underwhelming. If they want to encourage a wider variety of addon selection they need to make his other addons do things that are actually meaningful, or very few people will run them.
One idea could be to modify the recovery time based on how he lost his power; for example:
-If revealed/broken out of stealth by a survivor, or if he swings and misses an attack, 20 second cooldown (which could still be reduced with addons)
-If he loses his power because he swings and successfully hits someone, he gets his power back in 10 seconds.
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I think it's okay. It's 9%, and you have to be injured.
Yes you can 99 your heal and heal yourself last second if the killer comes if you have a medkit, but imo it's medkits that should be nerfed, not resilience.
If anything resilience should be buffed to also speed up totem blessing, which it currently does not do.
It would also be nice to change tier 1 and 2 to 7% and 8% respectively, and not have tier 1 be almost completely useless.
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@Labrac said:
I'd rather have Dead Hard and Sprint Burst toned down. Giving a MS penalty for exhaustion would just make already niche perks like Balanced, Head On and Smash Hit even more niche.
I agree. I think dead hard and sprint burst should receive small nerfs, and you could maybe consider a small buff to smash hit.
The rest of the exhaustion perks are fine.
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Killer:
Win:
4k
3k, whether the gens were done or not.
Tie or loss:
2k, depending on how I personally feel I performed that game and how many hooks I got. Old key escapes I also generally didn’t consider a loss because keys were unfair.
Loss:
1k
0k
Survivor:
Win:
Escaping
Dying but dying in such a way that I ensured someone else would escape (eg. late hook save but going down for it and the other survivor gets out)
Dying but wasting a lot of the killer’s time and contributing significantly to the survival of teammates. If everyone else still dies I would consider it a loss.
Loss:
Dying in any way not mentioned above
Dying because I could have escaped but died trying to save someone else, and I either didn’t save them or they were saved but didn’t make it out
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Update: I just encountered this bug again, this time was against a wraith who also had it. This time it happened at the very beginning right as I got on a generator with a Dwight who had Prove Thyself. This makes me think it may have something to do with perks or other effects that modify generator repair speed? Idk it's a shot in the dark.
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It applies Oblivious to the survivor you hook.
When you hook someone for the first time, Plaything will activate on one totem for that specific survivor. If you then hook a different survivor for the first time, it will activate again on a second totem, and so on.
Each totem corresponds to one specific survivor, and their specific hex totem must be removed to remove their oblivious status. One totem being cleansed will only deactivate plaything for one survivor, and it will remain active on other survivors you have hooked.
So you can have up to 4 hex totems with this perk, which is why it's generally not a good idea to run it in full hex builds.
Also if the survivor dies without the hex totem ever being cleansed, it will revert to a dull totem as it's no longer doing anything.
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@SeannyD115 said:
Part of it is because he's bugged. The timing of putting down his knife is off from the animation
This is exactly why I hadn't been playing him - the animation being off was also throwing me off and I was constantly missing shots. Yesterday was the first time I'd played him in over a month.
Also they "fixed" the animation bug by changing the sound timing to be consistent with the delayed animation. So they didn't even fix it, it's just not as bad as it was.
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My main survivor build:
DS, deliverance, kindred, For the People. Feng main btw
Some killer builds I like, I play with a lot of different builds but these are probably the ones I run the most:
Myers - Ruin, corrupt, bamboozle, discordance
Myers build with the new vanity mirror - Monitor, pop, bamboozle, devour hope. And I typically run dead rabbit with this, so my TR outside of chase is only 6 meters (monitor applies first, then remove 25% of 8)
Plague - Thana, bbq, infectious, corrupt
Bubba - ruin, crowd control, undying, bbq (sometimes I swap bbq for discordance). If I feel like using bamboozle instead of CC I'll potentially switch out undying for something else.
Wraith - blood favor, nurses, bbq, ruin. Just started trying this with new blood favor and I've gotten a lot out of it as long as the totem stays up longer than a minute. Also sometimes I like to run rancor on him if I feel really evil for some reason.
Doctor - STBFL, bbq, and then two of ruin, devour hope, or pop (I won't typically run ruin and pop together though)
Freddy - tinkerer, pop, and then usually two of sloppy butcher, bbq, discordance, or stbfl. Also I like using fake pallets a lot even though I know the snares are typically stronger. The pallets are just funny sometimes.
Ghostface - ruin, haunted, nurses, bbq. Or, nurses, bbq, sloppy, and devour hope.
Spirit - sloppy, thanatophobia, nurses, ruin. This was with old spirit though, I haven't played her since the update came out and I feel like nurse's probably isn't as good with new spirit so I might switch it out.
Also once circle of healing is re-enabled I'm probably going to just swap out sloppy butcher from any of these builds for a while since circle kind of defeats it.
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It currently does NOT affect blessing.
Someone actually previously updated the wiki to say that it does but that was incorrect.
You can also bless a totem without losing DS which seems like an oversight.
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Can confirm I was playing against a bubba last night and found a green medkit in a chest. It healed me at the regular speed instead of at 1.5c/s.
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Yeah, they changed it.
It doesn’t give a notification anymore, but it works with blessing and they increased the speed penalties for both cleansing and blessing to 10% per token (up from 6).
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Happened to me yesterday while loading into a match when playing with some friends. I had crossplay on but it was a 4-man swf anyways. I was on PC, 2 of my friends were PC, and the last one was on xbox.
I was playing Feng. I don't remember which survivors my friends were playing but nobody was playing Mikaela and we weren't using any of the new perks. Since we were friends, we got into the game by accepting invites from each other so the matchmaking system only needed to find a killer. The lobby loaded fine but then proceeded to never finish loading into the match. We eventually gave up and reset the game.
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I think you could make it so that snuffed totems are permanently destroyed and can’t be used again IF you add more totems to the map (maybe somewhere around 8 total instead of 5?). So they can still be relit, but not in the same place. And in a way it benefits survivors too because that’s more totems they can find and more places they have to choose from.
You would have to rework the numbers on some perks that rely on the number of totems remaining on the map (eg. Thrill and Small Game) but that’s fine.
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I noticed it too yesterday on Myers, and then just now on Wraith. It's like the camera zooms more or something. Definitely feels very awkward and I hope it wasn't intentional.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2576889#Comment_2576889
I cant test it, cos I havent bought Mikaela (and I wont do so), and it will likely be a long time till the two Boon Perks cycle into Shrine store for purchase with shards.
But Im sure there are many others here that did buy Mikaela with those perks and have DS, that can test this simply.
If it is so, that DS is not disabled by Blessing, then the patchnotes are not wrong or ommitting, and the (tbh quite authoritative) wiki is wrong.
But also, if it is so that Blessing doesnt disable DS as cleansing has and does, thats a problem, and raises questions why not.
And especially whether BHVR did that deliberately so as to prompt DLC purchase of the only Survivor that carries those perks, only to "oops, fix this later".
Just tested DS. It remained active after blessing a totem. Which should be changed imo.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2576737#Comment_2576737
Ive been gaming for a very long time.
Patchnotes frequently are riddled with omissions, sometimes accidental, sometimes deliberate as "stealth nerfs/buffs".
Bonuses DO stack additively. Penalties, however, do not.
Example: Resilience and Spine Chill while doing a gen stack by adding 9% + 6% = 15% increased repair speed.
Example 2: Let’s say I’m stacking Thrill and Thana for totem cleansing, and assume everyone is injured and there are 5 totems on the map. This is figured by:
1-0.2=0.8 (thana)
1-0.5=0.5 (thrill)
Then multiply and subtract from 1:
0.5 * 0.8 = 0.4
1-0.4=0.6, or 60% penalty.
So you’re cleansing now at 0.4 charges per second, so it is 14/0.4 = 35 seconds to cleanse the totem.
edit: quoted wrong comment, sorry
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@Rhoska said:
DS is a deactivated by Cleansing/Blessing, see link below:
But now Im interested whether Thrill and Thana stack additively to a potential 70% slowdown on Cleansing/Blessing at maximum of those two perks.
https://deadbydaylight.fandom.com/wiki/Decisive_Strike
https://us.v-cdn.net/6030815/uploads/FGLKMKALGC0Z/screenshot-20211020-230331.jpg
It does stack for cleansing, but it’s multiplicative, not additive. So it would only be 60%, not 70.
I think someone updated the wiki to say thana impacts blessing speeds without actually testing properly. I tried it last night in a KYF and it did not work.
I have not tested DS.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2576598#Comment_2576598
What "stacks"?
If all Totems, blessed, hexed or dark count for Thrill, then the total number of Totems undestroyed by Survivors determines Thrills token count. Period.
Thana is unrelated, as it only affects speed of actions ON Totems, not the Totems effects.
Yes, I meant stacks as in the number of tokens on the perk.
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@Crolee said:
https://forum.deadbydaylight.com/en/discussion/comment/2576475#Comment_2576475
what do you think about changing the status effect to make you unable to leave the game?
wouldn't work on eruption, but on huntress's weighted head
I wouldn't mind this change. As of right now it would only affect weighted head anyway. Having Victor or being chained by Pinhead (the other things that inflict incapacitated) already prevent you from leaving anyway.
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@Rhoska said:
https://forum.deadbydaylight.com/en/discussion/comment/2576537#Comment_2576537
Yes.
But OPs "point" and "header" are at odds and a bit convoluted.
Part of the argument seems to be that "Thrill of the Hunt" changes should somehow redact Thana effect on blessing.
Or perhaps concern on whether they are multiplicative or additive, together.
The latter is an interesting question, and I dont know how they stack, but on the otherhand thats 2 Perks a Killer must slot to that effect and as the other is Totem based, is "countered" by blessing in the first place.
Thrill looks at Totems, and there too I dont know whether Blessed ones "count".
Technically, they should, as whether they are dark, hexed or blessed, its still a Totem.
Thana however is anyways unrelated, as its unrelated to amount, or nature of, Totems.
Blessed totems do still count for Thrill. You have to cleanse the totems to remove any stacks.
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Sure, let's make more stuff interact with blessing speeds.
Extend Thanatophobia's penalty to include blessing, and also extend the bonuses of Leader, Resilience, and Spine Chill to make blessing faster.
Also it should deactivate DS, kinda stupid if it doesn't considering you can remove a hex totem with this.
I think BHVR overall didn't really consider everything in the game when adding boon totems, for example Haunted Ground's description still only says it activates when cleansing, but if you override its totem with a boon, it WILL still expose everyone like normal (as it should).
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Are you sure they didn't open the gate and go down from deep wound as the door opened? They could do that but crawl out and escape if you're not right there.
If you're sure they didn't go down, then given that their perks were DH, DS, Iron Will, and BT, and no one else had Leader, I can't think of anything else.
(Also, if they opened the door, even if they went down for doing it, you wouldn't have gotten them anyways since they had DS.)
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I'll answer your question separately for each thing that inflicts Incapacitated:
The killer perk Eruption: This lets you know if people are working on generators when they explode from downing someone (after you kick the gen). If they were, they can't continue working on it for 16 seconds. This is not a bad slowdown, but Eruption itself is decent because at the very least, you are delaying them a bit, and in the best case scenario, you can then follow up with perks such as Pop Goes the Weasel, or block the generator with Thrilling Tremors as you have forced the survivor off. It acts as an information perk as well as a slowdown. Even if you don't bring any other perks to complement it, you have an idea of where to go to find somebody after you hook the survivor you downed.
The Huntress add-on Weighted Head: Yeah, you're absolutely right about this one; this addon is not that great. More often than not, if you hit someone with a hatchet, they are not going to be completing objectives anyway unless you sniped them from really far or something like that.
So, to answer your question, yes, Weighted Head is indeed probably not worth it. Eruption is alright.