sizzlingmario4
sizzlingmario4
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Couple of reasons. For one, because it can be done unintentionally. As long as you're close enough to an injured survivor you can take a protection hit whether you were trying to or not. All existing conspicuous actions are things that you must deliberately choose to do (ie. you can't accidentally work on a generator, that's a choice you make), and a protection hit doesn't really fall into that category.
Secondly, it'd also open up scenarios where the killer could potentially take advantage of the knowledge that hitting you might disable DS for example when you're really being tunneled, if say another nearby survivor was trying to take a down for you but failed.
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Agreed, it does not need the moving range to be a good perk. The moving range is a bit too strong especially on high mobility killers. Removing it would still keep NTH as a good option for finding survivors near generators and would not kill the perk at all.
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@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/440603/rebuff-distortion
Honestly? Keep distortion how it is, and add Revealed from 2v8.
That way, sure, there's an aura in play, but you know it's there so you can play around that.
This would just be a significant nerf to all aura reading in general when 95% of it is fine and it's really just Nowhere to Hide and a few specific addons (Black Incense and Cigar Box come to mind) that need changes. If there's a certain aura reading source that needs that kind of warning then it should have the debuff icon like Weave Attunement does.
Revealed status in 2v8 mostly just serves as a reminder that the aura reading mechanics are there, and a lot of it is part of the killers' basekits, so it doesn't really ruin any kind of element of surprise. But in 1v4 that's not the case at all, most aura reading comes from perks/addons which you don't necessarily know the killer has.
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Probably about a third of my games within the last week have been Blights, lol. A couple days ago out of 8 games total I had a Trapper, a Wraith, 2 Draculas, and 4 Blights.
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@Hex_Excommunicated said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3897435#Comment_3897435
Yeah that change where I can manually change my guard is beautiful. I hated the first power where you could only cycle through every unique guard if he activates his power and have to hit his guard to cancel the patrol.
They also increased the detection range of all the guards by 2 meters (partial Map of the Realm basekit) so the addon doesn't feel required anymore and they also improved/reworked a lot of his bad addons. The "use X guard twice in a row" addons were changed to reduce the cooldowns of those guards instead with the new system.
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Well according to the devs (and this was stated on their discord livestream back when Skull Merchant was getting nerfed), pre-nerf Skull Merchant had a 72% kill rate (2.5% of that was quitters/giving up on hook, leaving 69.5% which is still too high) so there were definitely numbers involved there, but regardless of her kill rate she is a badly designed killer who needs to be reworked. That rework was going to take a considerable amount of time no matter how BHVR went about it, and it also wasn't acceptable to leave her in her previous state in the meantime, so she got nerfed. There was no perfect solution, but that's a problem that could've been avoided if she was never released in that state in the first place. A killer can be badly designed without necessarily being strong or having a high kill rate (although Skull Merchant did have a high kill rate).
As for the Xenomorph changes, I don't think they intended for this to be the end result, I do believe they were trying to address pain points of the killer for both sides, hence why there were some buffs thrown in there as well. The changes just completely missed the mark and ended up making things way worse and introduced a bunch of new problems instead. At this point, their best course of action for Xenomorph would be reverting the changes and going back to the drawing board. I don't think Xenomorph is a perfect killer, but this PTB iteration of Xenomorph is FAR worse for both sides due to a variety of issues with the changes as a whole.
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Old Distortion was basically infinite in most cases even if the killer had multiple sources of aura reading. The old recharge system was lenient enough that in the majority of games you would never run out of tokens. Distortion is much healthier now as it requires you to interact with the killer in order to continue using it. I wouldn't be opposed to it starting with 2 tokens instead of 1 though.
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I agree, I don't think NTH should have a moving range around the killer. It's the only aura reading perk that I feel is a problem.
There was a period of time where NTH was bugged and worked as you described and it felt a lot more fair imo.
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I have good news for you - they changed it back to the original/PTB version again on the Tokyo Ghoul PTB so it's most likely coming back.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896248#Comment_3896248
It's not a bug, its intended (the wiki gives an explanation)
I remember this, that's just in regards to it affecting self-healing actions in general. There was a mistake in the patch notes for the original version of the perk claiming that it no longer worked on self healing, which was false.
Anyways, I just double-checked this and while Leverage does affect self healing, it only affects the unhooker and any healing action performed by the unhooker will have reduced speed (altruistic heal or self heal), but it does not penalize the unhooked survivor in any way.
https://www.youtube.com/watch?v=3D4LYp857WQThe first heal here was when I was unhooked and then healed myself, Leverage did nothing here, this was a standard 24 seconds medkit heal (I also made sure not to hit any great skill checks to make it faster).
The second heal was after I unhooked another survivor and then healed myself, Leverage does work in this scenario.
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@HolyDarky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3895873#Comment_3895873
Actually, Leverage also applies on self-heals for the unhooked survivor. The game text doesn't explain it well. This was also the case before its rework.
But I don't know if a self-healing survivors gets the icon information.
If it's affecting the unhooked survivor self-healing then that sounds like a bug, it should only be penalizing the unhooker - though if the unhooker is self-healing then yes it would apply, it's not limited to healing others like We'll Make It is.
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Legion wasn't that strong of a killer and they're nerfing deep wound which would have made them even worse, so they needed to get a buff to make up for it.
The Xeno changes are definitely a mistake though, they should roll it back and go back to the drawing board on that one. It seems like they wanted to address some of the things that made Xeno frustrating for both sides but these changes made it way worse.
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Were you the one healing or were you the one being healed?
There normally is an icon for it on the healer's screen since it's their penalty.
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It's alright.
I think Singularity could use it really well
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Good. It should've been removed much sooner
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@SoGo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894640#Comment_3894640
Oh, they don't?
Aw, man! Too bad.
The perks only affect lunges on basic attacks, which Frenzy hits are not.
So Friendship Bracelet is the only thing that works here.
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It's still very good, just more situational.
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Nurse's cooldown isn't the problem with her and she can't really have a long cooldown since she is forced to use her power to hit anyone. Increasing it would not fix the things that make her a problem and would mostly just make her feel worse to play.
I wouldn't mind Blight's cooldown being increased to 12 seconds (2.4 per token).
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Although Wesker's mobility isn't anywhere near as strong as the likes of Blight and Billy, it still allows him to cover a large gap in a short amount of time and he can still walk people down as a 4.6. With a 32m TR I feel like he'd be able to get too close to survivors a bit too easily without much advance notice, so I disagree, he is fine at 40m.
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If you own Pinhead, then the perks will remain unlockable through prestiging Pinhead - in your case since you already have him P8, nothing will change for you, all other killers will still have access to the perks. Additionally, you'll also get to keep the original names and flavor text of those perks. This is different from how it was handled with Stranger Things, where the perks were changed to general perks for everyone with new names even if you owned the ST characters.
For those who don't own Pinhead, the perks will become general perks with new names and they will have to be unlocked through each killer's bloodweb individually the same as any other general perk.
There is more information in this FAQ:
This article was created from a community discussion. Why will The Hellraiser content be unavailable after April 4th, 2025? As with all Live-Service Games, frequent updates and additions are to be expected. With The Cenobite, our focus continues to be ensuring the character’s legacy within our games for fans who have… -
Probably because Nurse has the slowest walking speed and has to wait for fatigue after blinking which also slows her down. If she uses her power to cross the map, she can't immediately hit a survivor more than a few meters away. Whereas if Billy/Blight use their power for mobility they may still be able to immediately hit a survivor or walk them down considering they have 4.6 movement speed, and Billy is an instant down killer too. Even Wesker is still 4.6 after using his power and may still be able to walk the survivor down if he's close enough + he also has a (albeit situational) instant down mechanic and hinder. But Nurse is entirely reliant on her power to get a hit and she pretty much will have to wait for her cooldown no matter what.
Additionally, due to her walking speed during cooldown, her speed while charging a blink, her reduced speed during the chain blink window/after blinking, and her reduced speed during fatigue, her mobility from blinks overall isn't actually faster than a walking 4.6 killer, at least in terms of moving in a straight line. Obviously, Nurse can save some time by going through walls/through structures/etc. - her mobility is absolutely insane on maps like Midwich for this reason and is a big part of why Midwich Nurse is absolutely busted and unfair, but it's not actually that crazy on most other maps. So for those reasons the 40m would actually not be justified for Nurse imo. I do think Nurse needs some nerfs and I want to see her nerfed, but not this specific change.
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@Memesis said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892603#Comment_3892603
Were there considerations for onryo and wraith?
Onryo's TR (and lullaby) is already 24m.
As for Wraith, he probably wouldn't benefit as much from this as the other killers since he spends a lot of his time in cloak anyway, whereas Pig moves slower while crouched so it's not always a good thing for her (unlike Wraith who moves faster while cloaked so there's little reason not to do it) and SM/Ghostface can only be stealthy on a cooldown. It would also make Starstruck worse on Wraith which is a decent perk for him.
Wraith's whooshing sound audio cue when he finishes cloaking/uncloaking is also audible within 40 meters (which can tell you he's at least somewhat nearby) which would mitigate part of the benefit of a lower TR as well. So overall a reduced terror radius would probably not help him that much compared to the others.
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@Clevarz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3892563#Comment_3892563
pig probably has somewhat of a mobility ability but its like minor compared to chucky's imo
Pig's dash isn't actually useful for map mobility at all though so that doesn't really count
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@H2H said:
So they nerfed xeno and gave Knock Out the knotted rope treatment. lmao
They most certainly did not give it the Knotted Rope treatment, the rework actually seems like a decent perk. Knotted Rope by comparison is useless.
Either way Knockout needed to be changed, it was a very unhealthy effect and the game will be better without it
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Overall looks like great changes. Definitely need to see Xenomorph in action on the PTB to have a better opinion on that but most everything else looks completely fine to me.
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Because Chucky is tiny and has a mobility power (to an extent). Pig/GF/Merchant don't have either of those
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YAY finally
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Agreed. Imo, remove the deep wound and replace it with Mangled/Hemorrhage instead, either with the same trigger condition as it has now (breaking free from a possessed chain while injured) or maybe apply on basic attacks while the survivor is chained. Keeps the theme of inflicting pain on survivors but removes the part that makes it a problem since it wouldn't bypass anti-tunnel anymore.
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Yes, it should work on both 1st and 2nd state
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@MoZo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891819#Comment_3891819
can u let me know how much the chatterer skin is with the discount? I’ve been wanting that skin but not for $15 lol.
@Na1ts1rhc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3891820#Comment_3891820
I would but I'm @ work rn lol. Maybe some other kind Samaritan will let us know
With the sale, the Chatterer skin is currently available for 742 auric cells.
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That's unfortunate, he's one of the most unique killers in DBD. But I guess I'm not really surprised either.
The good news is this time unlike Stranger Things we are not losing a map too.
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It's an okay perk.
I really disliked when they reduced the activation requirement but cut the duration in half from 120 to 60 seconds. I used to love running this perk with Any Means Necessary to essentially pre-trap a pallet outside of chase and lift it back up, but with the much shorter duration it doesn't really work that well anymore.
I wish I had a video of it, but one time I did this against Legion with Iridescent Button (vaulting a pallet breaks it), I dropped the pallet which I had already trapped ahead of time, he vaulted it probably without even realizing it was trapped and got slowed down because he broke it with the addon and ended up losing his frenzy because he couldn't catch up to me with the hindered effect. It was funny.
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I did some further testing on this and yeah, Vigil does appear to be reducing the actual status effect time by 40% rather than increasing the recovery rate by 40%. The 40% reduced time would be equivalent to a 66.66% increased recovery rate, which is never how the perk functioned previously. I can confirm that Vigil properly increased recovery rates by 40% on the 8.5.0 PTB when it was buffed, so this issue had to have started at some point after that.
You can see the following status durations in this video:
Sprint Burst exhaustion starts at 0:00 and ends at 0:24 which is 40 / 1.6666 = 24 seconds, should be 40 / 1.4 = 28.6 seconds.
Dragon's Grip exposed starts at 0:31 and ends at 1:07 which is 60 / 1.6666 = 36 seconds, should be 60 / 1.4 = 42.9 seconds.
Brass Case Lighter (60-second blindness addon) starts ticking down at 1:15 and ends at 1:51 which is 60 / 1.6666 = 36 seconds, should be 60 / 1.4 = 42.9 seconds.
Sloppy Butcher starts at 1:58 and ends at 2:52 which is 90 / 1.6666 = 54 seconds, should be 90 / 1.4 = 64.3 seconds.
https://www.youtube.com/watch?v=H0qcer_W-GoIf it helps, here is a log file of this game:
DeadByDaylight.log -
I'm not sure if it should be on every heal, but it does need some kind of buff. It's far too situational right now.
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Knockout by far. Third Seal is a hex so it's not reliable
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It depends.
If the killer is immediately pursuing you off the hook and hits you during base BT, then DS is better because OTR endurance has no additional effect in that case. DS also wastes more of the killer's time than OTR does if you are able to use it successfully. But it has the risk of the killer slugging you long enough for the timer to expire and it only works once, if the killer tunnels you twice it won't work the second time.
If the tunnel is a bit more delayed, or the killer tunnels you after both unhooks, then generally I'd say OTR is better due to its longer duration as well as blocking your aura and giving you 80 seconds of Iron Will without the exhaustion clause + it works after both unhooks, unlike DS which disables itself after attempting the skill check.
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I'm not even really sure exactly why, but I don't enjoy Nostromo on either side.
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Nurse should get some nerfs including not seeing auras while blinking and the addon for 30% longer lunge shouldn't be a thing.
Blight's speed addons should be removed, basekit Blight is probably fine though.
Spirit is mostly fine except Dried Cherry Blossom, that addon should be removed.
Billy is fine, I think his last set of nerfs was enough.
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I have 4.9k hours and I started playing in March 2021.
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Scratched Mirror is the only thing in the game where a map offering is genuinely required to use it, it's not needed for anything else. Map offerings are overall a huge problem in this game on both sides and something needed to be done with them. I'm sure they can find a way to make Scratched Mirror better now that you can't guarantee an indoor map for it anymore. I'm not really concerned about that addon overall.
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I think something like this is going to have to be incredibly nuanced in order for it to work. There's a huge difference between giving up on the hook at 4-5 gens vs. giving up on the hook in a 2v1 to give your teammate a chance for hatch in an unwinnable game or trying to 4% when no other hope of survival exists. 4-stacking Slippery Meat + Up the Ante + 4 luck offerings is unironically good, the chance of unhooking yourself with those odds within 6 attempts is over 99% (56% escape rate per attempt with 6 attempts → getting the 44% chance of failing 6 times in a row is a less than 1% failure rate).
My point is - I don't know how it will be handled, but any sort of anti-go-next system would need to be very specific and keep these kinds of things in mind. But I'm all for it being a thing if they can make it work without falsely punishing players who didn't deserve it.
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This has the potential to be extremely good for the game and I'm super excited to see this. I'm looking forward to seeing what the team comes up with!
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I'd keep it in its current state but increase both the action speed bonus as well as the linger time for the action speed bonus, it should linger for a lot more than only half a second. The half a second linger basically does nothing.
I actually completely forgot it used to also give 10% increased skill check chance while the action speed bonus was active, but I wouldn't want that back in the perk's current state. Since it now only triggers with clear line of sight from the killer and if they're close by, I almost think that since you often leave a gen or other action when the killer is approaching and they can see you, the increased skill check chance at that specific time would actually be more likely to make you miss a skill check when leaving a gen or something that you wouldn't have gotten without Spine Chill, as opposed to actually providing a benefit to the survivor in a lot of cases.
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Yes and no.
Tomie is still bugged.
For regular Spirit, the husk audio is fixed, but they actually fixed it a little too good as now while phase walking you now also don't hear the little "crunching" sounds from your husk that are normally there, but that's not a big deal.
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@OrangeBear said:
Nah it's really bad. It's hard to even notice the effect. Also won't work on stealth killers due to lack of terror radius.
It's also bad against Xeno because they don't disturb crows in Crawler Mode.
I would say the best killer to use this perk against is probably Slinger, because every time he fires his speargun it scares every crow within 24 meters and that counts for the perk. It's still not great, but better than average.
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Ever since they added the aura reveal to the NOED hex totem it's never bothered me much. I do think it was an unhealthy perk prior to that change though.
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@crogers271 said:
Maybe I just need to hit a really good one, but Nurse doesn't seem that strong in 2v8. Most killers are going to get downs, her lack of ability to get around the map is a huge weakness. So far, hearing her blink sound is a massive wave of relief, while in 1v4 its an oh no moment.
I might bump Nemy down even more.
I know it's a hot take but I think you're absolutely right. Nurse is nowhere near as strong in this mode and it's actually kinda funny not seeing her at the top for once. I'd probably put her right above Nemesis personally.
I also think Legion is better in this mode than he is normally. Normally in 1v4 you just don't heal against Legion a lot of the time and as long as you're smart about not feeding him chain hits in frenzy he's not a major threat. But when you throw another killer into the mix that becomes a lot more dangerous. He's actually pretty good for helping the other killer get downs more quickly.
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No. Weaving Spiders can be worth it sometimes but Treacherous Crows is just terrible. It's probably the worst survivor perk in the game at the moment.
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I don't use Grim that often so I usually forget about it. It's not the main appeal of the perk and it honestly feels a bit out of place and underwhelming for a one-time effect. Grim is good for the gen blocking, not so much for the info.
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If a killer is strong enough to the point where this becomes a genuine question then the better approach is to nerf that killer.