sizzlingmario4
sizzlingmario4
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This was on the first day, Plaything + Penti + Retribution was super lucky lmao
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@OrangeBear said:
Anyone else not receive theres yet? Despite enabling personalised emails
I haven't yet either
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@jmwjmw27 said:
Hopefully just nuking engineer's fang and original pain. Very sleeper addons imo.
I don't think there's much else that could be done to Engineer's that isn't a total rework. It is pretty boring but after the previous nerf it got it's not actually super strong.
For Original Pain I was thinking if they want to keep the addon similar while removing what makes it problematic (deep wound enabling tunneling) they could just replace deep wound with mangled and hemorrhage instead, so it still acts as slowdown on injured survivors like it can now but without negating base BT/OTR
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They don't need to do any changes to the box. His chains in chase should be slightly stronger and Original Pain should be reworked, it's literally just a tunneling addon and isn't healthy
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Yes, they said it was fixed in patch notes but it's not
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Not at all. It's a good perk if you know how to use it effectively and are decent in chase
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Nah. Instead, there should be a better tutorial in the game so new players can learn how to do this (and much more). Pallet saves do not need to be made easier.
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I can think of one reason why perhaps they don't want random addons and it's because some addons on certain killers can completely change the way a killer is played and/or are only beneficial with other addons/specific loadouts. For example, Scratched Mirror on an outdoor map, or Scarred Hand (Hag addon that gives collision to phantasms and takes away teleports) without Waterlogged Shoe (the addon that makes her 4.73m/s and makes Scarred Hand actually good) would feel awful if you were forced into that and would probably be less fun in the long run, like I would just avoid playing those killers in chaos shuffle if that was the case. It wouldn't be as big of a deal if survivor items/addons were random, but it wouldn't be fair to force that on one side and not the other. There's not really anything like that on the survivor side except No Mither, which imo should not be in Chaos Shuffle at all, but that's a topic for another discussion. But I don't think it would really be as fun if items/addons were completely disabled either.
As for offerings, I feel like this again just comes down to map offerings needing to be removed and not much else. There's no real issue with being able to choose any other offering especially if you just want to bring bloodpoint offerings.
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Remember when we had 24 second default healing on a PTB?
That was so bad
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@JPLongstreet said:
While agree no map should give a strong advantage to either role, there are some killer builds that are absolutely map dependant. Perhaps those builds need looking at, as well as tweaking maps to be less one sided?
It's not always about whether a map is normally one-sided or not though. Some maps certainly are, and that's a problem that needs addressing, but others only become one-sided if you plan out a specific build/strategy with an offering for that map and as long as map offerings exist there's not really anything else that can be done to change this even if every map was overall in a balanced state for your average match.
It's true that Scratched Mirror Myers is pretty much unplayable without a map offering and would probably have to change in some way if map offerings were removed, but I can't really think of anything else where it's a requirement. Pretty much any other stealth build for example certainly becomes better on indoor maps (or for example, the Coulrophobia/Distressing Wesker on two story indoor maps, or skill check doctor) but it's not an absolute necessity for them.
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Sorry but no, map offerings are really frustrating to play against on both sides and making sacrificial wards a brown offering was one of the best things BHVR has ever done.
If anything map offerings should be completely removed from the game, they are far too much of an advantage.
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I feel like the current version would be fine if they just made it work within 32 meters instead of 16, and instead of only hiding scratch marks/blood/grunts of pain, it should also hide your footstep sounds and aura for the 10 seconds. So now basically if anyone even remotely near you takes a hit you have 10 seconds to get away virtually undetectable.
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I mean, that's kinda the entire point of the perk. It's meant to give a heal in endgame as a reward for finishing the generators. Sometimes that happens mid-chase and it can destroy the killer's pressure, sometimes it triggers on a healthy survivor far away from the killer and the perk basically doesn't do anything, that's just how it is. It's very high risk high reward.
It certainly doesn't need any more nerfs, it already got the changes it needed last spring.
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Unfortunately the only reason Twins is really balanced right now is because of all the long cooldowns.
If the cooldowns were reduced you would have to nerf Victor somehow.
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871023#Comment_3871023
So we just shouldn't allow the game to ever be a 3v1? The killer shouldn't get rewarded for anything?
Not what I said.
All I'm saying is those two perks should be turned off once a survivor dies. They are designed around the killer being rewarded for hooking individual survivors yet are very effective when used after hard tunneling someone, and I don't think they are very fair when used that way.
I also in general would like gen speed/regression tools on both sides to be less effective, it's gotten very stale and boring at this point. (that includes both perks as well as toolboxes)
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@Spare_Them_Mori_Me said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871621#Comment_3871621
While I don't think Lightborn really falls into the exact same category as it's a lot more niche/specific in what it does (countering blinds is a lot more specialized than countering all aura-reading) you are correct it is a full-counter and I wouldn't necessarily be opposed to changing it as long as it still served a purpose and was a useful perk.
I read this a few times to make sure I understood, and have to ask to discuss "While I don't think Lightborn really falls into the exact same category as it's a lot more niche/specific in what it does (countering blinds is a lot more specialized than countering all aura-reading)", but to be the most precise, everything in the parenthesis.
Countering blinds is a lot more specialized than countering all aura-reading.
You are going to have to explain this one because I cannot grasp any logic in this assertion.
Lightborn counters all blinding effects. There are multiple sources of blinds for survivors to apply to the killer.
Old Distortion countered all Aura effects. There are multiple sources of aura reading for killers to apply to survivors.
We can continue with the rest if you'd like, but I really need to understand your perspective before taking that leap lol. ty!
Sorry, I didn't explain this as well as I could've. What I meant was, Lightborn is a hard counter but only against a smaller number of things compared to Distortion; Lightborn is only relevant against 1 item and a small handful of related perks, those being Flashbang, Residual Manifest, and Champion of Light (at least the hindered component). Technically Blast Mine too, but you still get stunned, so it's not really a full counter against that.
But like I said, as long as the perk is useful, I'm not opposed to making it work differently because I realize how that can be unfun to play against.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871037#Comment_3871037
Reworking knockout won't change the playstyle, people will just move on to other perks that give blindness and are actually better than knockout. The strategy and build is now evolving beyond knockout.
It wouldn't necessarily change the playstyle altogether, but I still think it would help and be a step in the right direction, even if it's not a direct solution. Other blindness effects can either be disabled (Third Seal, or Singularity's Cremated Remains for example can be removed by EMPing - I've seen a few people trying to slug with this addon) or generally run on a time limit. Knock Out is the only blindness perk that is specifically designed for slugging.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871453#Comment_3871453
Old Distortion basically full-countered entire aura reading builds unless you were a stealth killer or a killer with a small terror radius that made recharging the perk more difficult. It was a one-size-fits-all counter to dozens of perks and addons and was generally able to recharge enough tokens to last all game and never run out most of the time.
The huge problem with this justification for the distortion nerf is that a nearly identical, but even stronger argument can be made for Lightborn.
You already mentioned that there were situations where Distortion could be played around: stealth killers, lower terror radius, or multiple aura perks that could eat up tokens for examples. Lightborn is also a one-size-fits-all solution to all forms of blinds, has no tokens, and has zero workarounds. It's one of the only "hard counters" that exists in the entire game.
While I think you're right that the distortion nerf isn't as bad as I thought it could be initially, this isn't an argument for why the nerf was justified imo. Or rather, if this is the reasoning the devs used for the distortion nerf, then they really need to take a good, long look at their design philosophy and whether or not they want hard counters to exist in this game.
For clarity: I personally don't see an issue with Lightborn as a perk, but if people are arguing that "one perk shouldn't counter an entire class of perks, items, and abilities" like this, then Lightborn also has to be on the list for consistency.
While I don't think Lightborn really falls into the exact same category as it's a lot more niche/specific in what it does (countering blinds is a lot more specialized than countering all aura-reading) you are correct it is a full-counter and I wouldn't necessarily be opposed to changing it as long as it still served a purpose and was a useful perk. Despite its hard counter nature, I don't actually think Lightborn is a very good perk right now overall - getting survivors to waste their time going for flashlights is time they're not spending on generators, and the instant they see you have Lightborn they will just stop trying to blind you. Personally I never run it, I don't feel the need to use a perk to counter flashlight saves when they generally have plenty of counterplay already.
I know a few people use Lightborn because the screen effect when you get blinded is an accessibility issue for some, so before they change Lightborn they'd need to do something about that first, but other than that I wouldn't be opposed.
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It was needed, and here's why.
The 5 second stun was fine as an anti-tunnel deterrent and would have been completely okay that way if DS was only useful for anti-tunneling and nothing else. The problem was that 5 seconds made DS far too safe to essentially use as a weapon against the killer and not for its intended purpose. It was far too easy to bodyblock or otherwise interfere with the killer when they were trying to chase someone else, take a down, and let that survivor get away. If the killer picked you up, they ate a massive 5 second stun and lost a ton of pressure since you gained a ton of distance and the other survivor would completely get away. If they slugged you, the other survivor still got distance, and UB was a common combination with it so a lot of the time you'd just get back up anyway without any real risk.
When the perk only lasted 3 seconds, it was the exact opposite issue: That nerf made it more fair when used aggressively since the stun was much shorter, but made it too weak for actual anti-tunnel purposes and against stronger killers (or anyone with a ranged attack, or a slowdown mechanic like Clown's bottle) you'd often be downed again within seconds, making the perk ineffective in a lot of cases, and that really sucked for survivors since it often failed to be a real deterrent to tunneling. Keep in mind: Since the stun time includes the drop animation, survivors really only were able to make about 2 seconds of actual running distance, not 3 seconds, which severely limited the perk's usefulness with a 3 second stun. (And when the stun time was increased to 5 seconds, that 2 seconds of running distance essentially doubled to 4 seconds since the drop time was the same at around 1 second, which was why the perk was so much stronger then, and it became a lot safer to use.)
Basically, with DS lasting 4 seconds now, we get the best of both sides without making the perk too frustrating for either role. It serves its intended purpose for anti-tunnel, but no longer has the potential to be as obnoxious as it once was.
TLDR: 3 second DS was often ineffective for anti-tunnel, 5 second DS was a bit too effective for aggressive/offensive usage, so now it's 4 seconds instead.
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It's a good addon for endgame builds. You can use noed to get up to 10%, but since Legion is already pretty good at keeping people injured I usually like to go with Terminus and Batteries Included instead, since you get haste around all the completed gens (which is pretty often in endgame) and anyone who was injured prior to the exits being powered is guaranteed to be a one-hit down. And that way Batteries also helps you a bit before endgame too, it's not just an endgame perk. Then I typically run NWO and Remember Me to make endgame as long as possible, but like you said you could also do Machine Learning instead of Remember Me for even more speed.
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Old Distortion basically full-countered entire aura reading builds unless you were a stealth killer or a killer with a small terror radius that made recharging the perk more difficult. It was a one-size-fits-all counter to dozens of perks and addons and was generally able to recharge enough tokens to last all game and never run out most of the time. People got used to being able to hard counter aura reading with just 1 perk that never should've been as effective as it was, which I guess as you mentioned is why aura reading gets perceived differently now.
Even after Distortion's nerf, most aura reading is still completely fine, just as it was prior to Distortion getting buffed into its previous state. There are a few exceptions (I think mainly Nowhere to Hide is a bit overtuned along with a few addons, Rat Poison being one of them until its recent nerf, Black Incense and Cigar Box are also ridiculous), and Nurse in general comes into the conversation too here (aura reading in chase is far too powerful on her, but that's a problem with Nurse as a killer and not the aura reading perks themselves).
Also, you're right - while Distortion is nowhere near as strong as it was before, it's still a decent perk. It just requires you to interact with the killer now in order to continue using it and that's the best change it could've received imo.
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He's fine being 4.6, but the speed addons should be removed
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I wouldn't mind giving her back her old 28m terror radius like she used to have.
@Musxussu575 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871091#Comment_3871091
I keep seeing people talk about a notable cue when Slinger aims at them, but I've never noticed it when playing against him myself. What exactly is it?
There's supposed to be like a ringing sound when he aims at you, but it's actually bugged at the moment
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@Goblin_BHVR said:
Hello!
I'd like to clarify that this is ONLY for PTBs and Event queues and will not be affecting live matches.
This is fine for a PTB, but putting bots in event queues is probably the fastest way to get people to stop playing an event. No one wants to play with or against bots. I would much rather wait longer to get a full lobby of real players, and based on others' comments both in this thread and back when that PTB change was tested that would've allowed bots to replace players who disconnected in the loading screen (which was reverted due to overwhelmingly negative feedback), I think most would agree.
I really hope this gets reconsidered.
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Keep in mind that while you're being hunted, you have no collision with the Knight. He can still swing and hit you, but if you're in a pinch and he is trying to 2-tap, you can literally just run through him so that both he and the guard are now chasing from the same direction, meaning he'll then likely be close enough to the guard that the hunt timer will deplete faster and you will not get 2-tapped because the hunt will likely end before the guard can hit you. Even if this ultimately results in you getting hit by a basic attack, that's a better outcome for you because not only did you not get instantly downed, the Knight now has to sit through the regular basic attack cooldown as opposed to him catching up much faster without cooldown if you get hit by a guard.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3871057#Comment_3871057
Let's say I'm playing as Freddy with Unforseen and two Survivors are awake, two asleep. Are the awake ones going to hear my TR on the gen but not the sleeping ones?
Same question about Pig & Ghostface. Assume they are running Unforseen, kick a generator, but then active their Undetectable power. Since in that moment they have no TR, does the Generator still have your TR?
For Freddy, yes, the 2 awake survivors would hear your terror radius on the gen and the 2 asleep survivors would not because they're oblivious. However since Unforeseen makes you undetectable, that would still hide your aura and red stain from all 4 survivors (but the asleep survivors would still hear your lullaby if you were within 32 meters of them).
For the second question, yes the generator would still have your terror radius even if you were undetectable by some other means. The only exception is if you trigger Dark Devotion, because that puts your terror radius on the obsession instead, and the game doesn't let you have both active at the same time (Unforeseen immediately ends and goes on cooldown if this happens).
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It's funny looking at all of these with most of the statuses having multiple killers and then Deafened is literally just Hag, lol. Madness only has Doctor too but obviously that makes sense, that's part of his power. I always forget that Huntress still has an addon for Incapacitated, I never see anyone run it.
Also looking at this reminds me, RIP the 90-second blindness Unicorn Block for Freddy, that's going away in the upcoming rework and it was the longest-lasting timed blindness effect in the game.
(Side note - why is Vecna included under blindness and hindered? He doesn't have anything for those effects)
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It's difficult to address because there's no one-size-fits-all answer to it. Sometimes slugging is obnoxious and/or unnecessary, and sometimes it's the only correct decision and anything else would be game-losing and/or giving a free save. It really just depends.
That said, reworking Knock Out would help a lot, that perk is a major part of the issue and should not remain the way it is
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The effect is fine if the killer actually spreads hook stages and hooks all 4 survivors without tunneling.
However, the fact that you can tunnel someone out of the match, and THEN use Grim Embrace in a 3v1 to secure a win is a problem. Same thing with Pain Resonance too.
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She's not difficult to counter. All you have to do is take tapes and turn off TVs, they stay off for a long time. If you're going to do a gen, turn off the TV near it first. Even if you pick up 1 condemned stack for turning it off, that's well worth it compared to leaving it on and letting her build condemned on you for free every time she teleports.
As long as you remain diligent about using tapes and shutting TVs off you will massively slow down her condemn pressure and significantly hamper her mobility from teleporting.
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Because even though Freddy has a lot going on, all of his abilities have fair counterplay. Staying awake helps negate parts of his power, you can dodge dream snares (and even if you don't, they don't necessarily lead to a hit either), you can avoid fake pallets. You can completely negate his healing teleport by waking up and not healing in the dream world.
Skull Merchant wasn't like that. Her stealth was never an issue, but for how easy it was to drop a drone at a loop and get haste + injuries + Broken status + potentially deep wound + a massive Hindered effect after that, combined was far too much for how easy it is to use her drones and how little effort was required to play her. It's not fun to play survivor against a killer power that requires basically no thought or effort from the killer and/or where the power (in this case the drones) do most of the heavy lifting for them, and especially with SM's drones creating as many lose-lose situations as they do. It's not solely about how many things a killer can do, it's also about the overall strength of those abilities combined and what options survivors have to play against them.
Btw, the whole assumption regarding the dislike for SM mostly being tied to her 3-gen Merchant days is not true. Her rework was also horrible to play against and she would not have been complained about post-rework nearly as much as she was if she wasn't still a problem. At least for me personally, I no longer care about old 3 gen Merchant at all, that's over and done with, it doesn't matter anymore because it's no longer in the game. It's not fair to judge the current state of a killer based on old abilities they no longer possess, but it is perfectly fair to judge them on their current power, and her current power is very unfun to face albeit for different reasons than her original version (and was very obnoxious until she was nerfed).
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I would try:
- 9m/s slice and dice speed (halfway between old and new speed)
- 12 second cooldown (this was fine in 8.4.0, 10 was too low, 14 is too long)
- Nerf cooldown addons (reducing the cooldown by ~1 full second or more shouldn't be a thing on this killer at all)
- Reduce slice and dice duration to 1.5 seconds (in accordance with new speed)
- These addons also need changes: Tiny Scalpel, Doll Eyes, Pile of Nails, Mirror Shards, Hard Hat (and maybe a couple others)
Also in general: Making a change to a killer that is as drastic as Chucky's speed nerf was, regardless of whether it was good or bad, and regardless of whether it makes a killer stronger or weaker, was far too impactful to just drop in a bugfix patch. Unless it's a brand new killer who obviously needs a major change, or the change is a direct response to something else (ie. buffing or nerfing a perk in a bugfix that was overbuffed or overnerfed in the previous release, there's nothing wrong with this), something like this should almost always be tested in a PTB first, not just implemented on bugfix day with no warning. In this case, it was a minor nerf implemented from a PTB (which was fine, 2 second CD increase and Rat Poison nerf were 100% deserved) followed by a major change in the follow up patch that no one in the community saw coming or had an opportunity to test/give feedback on ahead of time, and that feels terrible.
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Botany + SIS comes out to 105% healing speed (1.5 * 0.7), which takes about 15 seconds once you're in the basement (SIS alone is normally around 23 seconds). It's a good combo.
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Infectious Fright works with the larger terror radius in this case (ie. it triggers before Monitor reduces the terror radius)
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Freddy has a lot going on but unlike Skull Merchant his power is engaging for survivors and there are adequate ways to counter all of his abilities. SM's power essentially played the game for you and you could do extremely well with her for little to no effort, you can't do that with Freddy
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The 3rd and 4th effects are lackluster because the perk isn't really designed to have that many tokens in most cases. A lot of games you just don't get that at all, but even when you do it often can be better to only have 1 or 2 active at a time to force survivors to spend a bit longer going to the correct totem to cleanse (if they are checking the ones they cleansed), since the repair penalty is the most important component of the perk followed by the healing penalty. Frankly even if the 3rd and higher effects didn't exist at all it would not substantially change the strength of the perk, they kinda just exist.
Either way, I think Pentimento is fine, I don't really think it needs a nerf but it is a good perk and making the 3rd and 4th effects more relevant would be a buff that it honestly just doesn't need because it's already strong enough as it is.
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@jasonq500 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3868206#Comment_3868206
I would assume 1-3 layers would come too since it's part of the new theme
I hope it gets changed back to what it is now then because the other version's instruments didn't sound nearly as good and layer 1 was basically nonexistent. The current version also just flows together more nicely imo
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Is it just layer 4 or is it the old layer 1-3 too?
If it's just layer 4 I don't really mind but if it's layer 1-3 as well then please no, the current version on live (8.4.2 + what was on the 8.4.0 PTB) is SO much better
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Even if they throw the pallet to stop the rupture damage, unless they stun you with it they are still losing distance which is often going to lead to a hit anyway.
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@Chilli_man2400 said:
enduring is going to be so meta on him
That's exactly what I was thinking.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3867080#Comment_3867080
The current live one gives you undetectable while you have bloodlust, no duration. There really isn't anything new to try really.
Yeah but now it will still work for a bit if you drop chase and go for someone else. But I'm like 99% sure it's still not going to be worth using
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Eh. I'll try it on the PTB, but I doubt it will be much better.
There are much better ways to get undetectable than this, using Bloodlust as a trigger condition is far more inefficient than just using Unforeseen or something lol.
Imo Bloodlust as a trigger condition just doesn't work in general
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Awesome
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I mean like you said, that would not make the perk that much better but I'm not opposed to the change.
But while we're at it, I'd also change it to let it activate from any combination of 2 totem/chest interactions (rather than specifically needing one of each) and bump the aura reveal up to 6 seconds.
The only reason I'm hesitant to make it longer than 6 seconds is to not completely mess up Clown and Doctor since it actually is a good perk against them (but it's not good in 95% of games).
In its current state I usually only use it with Dramaturgy, because it replaces the random scream with a useful aura read meaning that you have a 3/4 chance to get a positive effect.
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@Iron_Cutlass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3866628#Comment_3866628
Leprose Lichen gave you consistent and on-demand lingering map-wide aura reading with no real downside
- Knight has Iridescent Company Banner which gives you infinite Blood Warden and re-useable Bamboozle for free. But that's perfectly fine to have in the game.
- Plague has Black Incense which gives free Aura Reading on sick Survivors just for being sick, which is the thing she already does anyways, and it gets better if you use Lethal Pursuer.
- Clown has Cigar Box which gives you on-demand Aura Reading on any nearby Survivors with quite literally no downside whatsoever since you can reload and practically have infinite bottles.
- Chucky has Rat Poison which is literally just free on-demand Aura Reading for using your power, can be used in a chase, and is complained about infinitely more than any other addon in the game because of how busted it is, and it has received little to no changes and can also be extended with Lethal Pursuer. All of this while being a Rare Quality addon making it easier to get.
I really dont understand why a Killer that is often regarded as being mediocre cant have a solid Aura Reading addon if they lack the tangible mobility to really use that Aura Reading to great effect.
Leprose Lichen was powerful enough to get nerfed during a time when Distortion was a meta perk.
I quite literally never saw complaints about Leprose Lichen before it got nerfed, and I saw a lot of people upset that it get nerfed. You can look up "Leprose Lichen" on the DBD Forums and there are no threads asking for it to be nerfed and a ton of people complaining about the nerf to it.
During that time as well, whenever I would find a Demogorgon, 95% of them would run Barb's Glasses and Black Heart, because those are objectively their best addons, especially after Lifeguard Whistle (deservedly) got nerfed.
Leprose Lichen did have a strong effect, but it wasnt strong enough to be meta, especially when it was always better to run BBQ so you can teleport to where a Survivor actively is versus teleporting and hoping you just so happen to go near a Survivor's Aura.
There are just better Aura Reading addons that are more useful than Leprose Lichen that still remain as is but Leprose Lichen got nerfed before the others, which is where my main issue comes from, inconsistency in how they handle addons.
Plague's Black Incense is obnoxious and should be changed, and Rat Poison was busted and already did get nerfed in November. You're right it didn't help that it was a green addon, but even if it was higher rarity it still would've been too much.
In regards to Black Heart/Barb's Glasses being popular - unfortunately a lot of Demo's other addons are bad and it didn't help that the portal sealing time ones got nerfed too when Lifeguard Whistle was the issue. I hope he gets another addon pass at some point, there are too many weak addons for portals and not enough addons that affect Shred imo.
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We'll have to see if Paint Brush is balanced or not on the PTB, but either way, I don't think it's really comparable to Leprose Lichen.
Paint Brush can be avoided by waking up (which is going to be easier now since you can use any alarm clock) and comes with a penalty to the microsleep timer as well, which makes the direct counter even more effective.
Leprose Lichen gave you consistent and on-demand lingering map-wide aura reading for no real downside, yes your portals could be destroyed but not until you had already used them and gotten the aura reading, and even if they were destroyed you could always just place new ones. The only real restriction was the teleport cooldown which is short enough that it almost never matters anyway. For how easy it was to trigger and how often it could be used, it was far too powerful and was stronger than most aura reading perks.
And keep in mind: Leprose Lichen was powerful enough to get nerfed during a time when Distortion was a meta perk - it would be even stronger now that Distortion has been nerfed since.
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It's a good change, the dark screen filter was unnecessary for the purpose of deep wound and was just more annoying to play with than anything else.
Deep wound will still provide game delay for the killer and limit endurance, and that's what's important
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Assuming it still works the same way as before, I don't see this hurting Freddy that much. The first time yes it is quick, but it takes 4 seconds longer each time you get woken up this way until it gets all the way up to 16, at that point it's probably better to use an alarm clock instead.
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Balance is always more important than being lore accurate.
Freddy outside the dream world before was basically a powerless killer, now he won't be. That's a good thing.
Same reason why Adrenaline got nerfed to not wake up anymore. It was super lore accurate, but only affected Freddy and no one else and in general the devs have gotten away from perks affecting certain killers like that because it feels unfair.
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@ThatRyanB said:
To confirm, the change to the Black Box add-on is specifically a wording adjustment to make its effect more clear.
I see. Thank you!
