sizzlingmario4
sizzlingmario4
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That means the killer had already camped too much prior to the exits being powered. Once the gates are powered the anti-camp meter is disabled if not filled, but if the meter is already completely filled before then, you do not lose the ability to unhook yourself and can do it after the gates are powered in that scenario. But had the meter not been full it would have been removed when the last gen was finished.
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Eh. Finesse is strong, but I think it's fine with the 2 restrictions it has.
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@Brimp said:
My guess would be a visual change to make the bar in the center of the screen so you don't how to look on your left (even though it takes half a second) to see your remaining time. Hopefully nothing done to the screen getting darker as your deep wound goes down because that's on the survivor for letting it get that low.
Letting your deep wound timer get that low is often a correct play though especially against Legion.
The point of deep wound is to buy time for the killer and serve as a drawback to endurance (and to prevent endurance stacking), and the dark screen filter just isn't really necessary at all. It's fine for a mild screen filter to be there as a reminder to mend, but having it get extremely dark and difficult to see through is just more frustrating to play with than anything else. It doesn't make deep wound that much more dangerous nor does it make deep wound a more interesting status effect for either side.
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I hope neither buff or nerf tbh. I think the yellow bar might just be the mending bar from the HUD and it'll still pause at the same times it currently does. I'm also hoping the screen filter will be toned down/not get as dark, as it's kinda annoying to play with and feels like cheap difficulty (ie. making the game harder but not in a good or interesting way). If it just stays at the level it is in that picture and doesn't get darker over time I think that would be good.
I don't feel like deep wound as a whole really needs any actual balance changes, just a couple of specific addons (mainly Pinhead's Original Pain which needs to be reworked, it's a very unhealthy addon as its main purpose is to make tunneling easier)
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He does have a lot of garbage. The addons that affect how long you can rev before going into tantrum are bad, Shop Lubricant is horrible and should be reworked, Grisly Chains is weak. Depth Gauge Rake would be good if the downsides were a bit less. Carburetor Tuning Guide is unique but not really that useful in most builds since it forces you to use all your charges meaning to use 3 charges always means you have to wait 12 seconds to recharge them all and can force you to chainsaw for longer than you need to - the only real use case of it is with PWYF since it only consumes 1 PWYF token in that case (whereas normally each individual chainsaw token costs a PWYF token).
The tantrum duration addons usually aren't that good but they can be funny for messing up survivors who try to jump in lockers to avoid your chainsaw
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3865673#Comment_3865673
As far as I know, the Horn will sound when you can grab it.
Yes that's correct
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There is a delay before you can pick it up, it's always visible but fully materializes over time and it has no effect before then, when you're being hunted and you hear the loud horn sound that means you can pick it up.
By default, you have to wait 5 seconds for Carnifex and Assassin and 10 seconds for Jailer, but longer patrol paths can increase that time by up to double (meaning Jailer hunts can take 20 seconds before you can pick up the banner). There is also an addon (Sharpened Mount) which increases the time by an additional 15%.
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I wouldn't be surprised if that's exactly what they do. That's all it really needs. Maybe add locker opening and boon snuffing as well
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The fake jungle gyms with missing windows/pallets are annoying for sure especially if you're not using Windows. I get if they want them to be different from other realms but making it look exactly like a standard tile with a missing resource is awful.
Tbh I don't really have any other issues with Shattered Square but Forgotten Ruins is one of the worst maps in DBD
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I doubt they get any more changes for a while after what happened last spring
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They should just be removed outright. Regardless of whether it's guaranteed or not, being able to choose a map in any capacity is too big of an advantage and neither side should be able to do it. It feels terrible to load into a match knowing you are at a severe disadvantage before the game even started because your opponent was able to deliberately choose a map that either generally favors their side or favors a specific build they were able to plan out accordingly.
Maps should be chosen randomly 100% of the time.
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The no loud noise notifications is actually a current bug with the Twins, but no survivor auras is intentional. Idk, I feel like Victor is strong enough as is and doesn't really need the additional help.
Would be nice if Twins' Hemorrhage addon was actually good.
Unfortunately since it only works when removing Victor (and not if you keep him hostage until Charlotte recalls) it's kinda bad
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The portals were really poorly executed unfortunately and I hope they don't ever use them again on any future maps. They interrupt the normal flow of gameplay too much imo. I get why they were used on Forgotten Ruins due to how the map layout is but I don't feel like we should get any more maps like it in the future, it just doesn't work very well.
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I'd make 5 or 6 total be the default
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Agreed. Teammates have no idea if it's close to being full and will try to save when all they have to do is leave and the killer will fill the camp meter.
I know some have voiced concerns over it being too abusable if visible to all survivors but I really don't think that's true considering SWFs basically already get this information anyway, this is exclusively a solo queue improvement and that's it. Furthermore, the system is extremely limited, it rarely activates and killers still have a LOT of leeway to remain near hooks without triggering it. I really don't think making it visible would be an issue, nor would it suddenly start punishing killers that it wasn't designed to affect.
You don't even need to make a new HUD element for this either, you can just have hooked survivors have a hook icon as their current action on the activity HUD and have the anti-camp bar shown as the current progress of that action.
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Maybe it's just me, but with how many chaotic events and other things we've had lately (especially after the Halloween event and 2v8) I actually kinda appreciated that the winter event was more chill this year, I was really starting to feel "event fatigue" for lack of a better term. Snowmen and snowball fights are simple but they're still fun, I've enjoyed this event on both sides. By the time the halloween event was over I was pretty worn out of it but I haven't felt that at all with this event.
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Honestly with old Lifeguard Whistle being gone, yeah she might be. Fatty Meat isn't even that good for much else (maybe for getting Dead Man's Switch) but it's quite powerful for protecting totems and if you have that + Thrill of the Hunt then any survivor detected by houndsense basically can't do totems for 45 seconds since the repeated screams will knock them off.
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Sloppy is honestly fine at 90 seconds. It wasn't originally how I wanted them to nerf it (I felt like permanent mangled was fine for a perk if hemorrhage was removed from it, since that was basically what it was back when hemorrhage was a useless status effect) but now that it's been in the game like this for a while I think it is okay in its current state and for most killers it is still the most reliable anti-healing perk as it works on any basic attack, and 90 seconds is not a short amount of time in this game.
What I do think is undertuned however are some of the addons that have these effects, either due to timers being too low (ie. Vecna's Dragontooth Dagger lasting a pitiful 45 seconds, it should be 60 or 70) or the ways to apply them too niche/situational to be worthy of a time limit (ie. Trapper's Rusted Jaws and Pig's Rusty Attachments for example, only applying a 70 second mangled on effects that only happen a few times per game). The timer durations that were set in that update were solely based on addon rarity (yellow addons were 60 seconds and each higher rarity was +10 seconds) which didn't really take each individual addon's strength into consideration as not all of them are created equal. For some addons it was fine, but for some others it left them in a fairly weak state. (Though it also actually resulted in Dredge's Tilling Blade getting a 20 second buff since it already had a time limit, which was kinda funny.)
To be more specific, I think these addons should get changes:
- Cryo Gel (Singularity)
- Dragontooth Dagger (Vecna - this just needs a number increase and that's it)
- Rabbit's Foot (Unknown) (this one should just be fully reworked imo)
- Rusted Jaws and Serrated Jaws (2 addons for Trapper which should be combined)
- Rusty Attachments and Utility Blades (same as above but for Pig)
- Honey Locust Thorns (Slinger - I'd also just rework this one since he has another addon for mangled already which is better than this one)
- Honorable mention to Fragile Wheeze for the Nurse - I believe this one should actually be nerfed to 60 seconds given how strong Nurse is
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Just because a killer isn't popular doesn't mean they are a problem or need a ton of changes.
Of the 5 killers on this list, the only ones who actually need big changes are SM (because her current power is very unhealthy for the game) and Freddy (because he feels weak and underwhelming). The others are mostly fine or only need smaller adjustments and/or an addon pass. I wouldn't mind Twins' slugging being addressed but only if they can find a way to do it that doesn't fundamentally change the killer or turn them into a powerhouse like they were on that one PTB, and I don't know if that's possible or not.
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The 5% of total is applied first, then it's 20% of what's left after that. So a generator at 95% progress would go down to 90% and then 72%.
This was clarified back in the 6.1.0 patch notes back when Pop was changed to use current progress.
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This addon needed to be removed ages ago. The nerf from 4 meters to 3 meters did not do anything to make it more fair and in some cases actually made it stronger because it makes the tracking more precise. Spirit is about having to determine survivors' locations based on sound and environmental cues, and getting killer instinct when you're near anyone just takes away that prediction game and vastly reduces the counterplay against the killer to a level which is too far in the Spirit's favor. And there's also no way for survivors to know for 100% sure that it's being used or not, so it's not like you can play around that knowledge either.
It just needs to be replaced with a new effect entirely, there is not any nerf or penalty you could give it that would make it a fair addon.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863155#Comment_3863155
Mettle's effect, that was create a way long time ago, and isn't anything like other perk effects, is unique. But that doesn't mean the perk has a free pass to be anything else that is unique.
If the Mettle perk was originally created today, it would have had the endurance effect, for the sake of consistency. Mettle is only allowed to keep the inconsistent wording because like zero people complained that the inconsistent effect was unfair for killers. But there absolutely 100% would be lots of complaining if BHVR created "endurance but with zero downsides" as an effect.
But that's the thing, it's not "endurance with zero downsides", it has to be earned by taking multiple protection hits and staying alive long enough to do that too. Most games with Mettle of Man do not result in even getting 3 protection hits and I genuinely cannot remember the last time I got hit by it as killer.
"Endurance with zero downsides" would've been a better description for the old Buckle Up + FTP. That was genuinely unfair and it had to be nerfed. Mettle of Man comes nowhere close to that and still wouldn't even if this change was made.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863143#Comment_3863143
And if a special exception is made for the Mettle perk, then a bunch of people would complain that the special exception they want for a different perk "barely changes the perk's strength", and their favorite perk should get an exception just like Mettle did.
Making a special exception, that "would not matter at all in probably 99% of games", is not worth doing… especially if the special exception would cause a lot of complaints about other perks.
And why exactly is that a bad thing? If there really is some other similar issue with another perk that needs fixing then why is it bad to make an exception? And I'm not only saying this about survivor perks, this includes killer perks too. As long as perk descriptions are clear about how they work I don't see an issue with it if there's a good reason for it.
Also, Mettle's protection effect already is unique as it is in that it doesn't cause deep wound, there's no other perk that can do that.
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@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3863105#Comment_3863105
Perks shouldn't ever have special custom effects like that, especially when it's literally "I want endurance but with 0% downsides".
Mettle only has the current effect because it was created a very long time ago, and people aren't complaining that it's too powerful. But giving the perk "endurance but with 0% downsides", would just open the floodgates for people to ask for special exceptions for other perks.
Needing 3 protection hits is enough of an activation requirement to justify that effect. Most of the time it doesn't even happen at all. The change OP is asking for barely changes the perk's strength and would not matter at all in probably 99% of games, it simply removes one frustrating element of the perk and that's it. It's not like it would be any easier to activate the perk in the first place.
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I like this idea but I'd also just remove the skill check part completely. You could do breaking a pallet or wall gives 2 tokens, injuring a healthy survivor gives 2 tokens and hooking a survivor gives 4 or 5 tokens. Or something like that.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862914#Comment_3862914
Ultimately, my opinion here is that the investment still justifies the outcome even if you get an extra heal this way around. You still have to invest a lot just to bring yourself back to the old standard of an addonless, perkless, not Emergency Medkit speed medkit, and therefore have no real way to improve it beyond that point.
It might end up being too much with testing, I don't know, but my gut says that the level of investment we're talking about here - both addons and at least one perk - just to get two speedy self heals when you could also just invest perks to get comparable speeds is probably fine.
That's fair. I'm just super cautious about anything having to do with self healing because last time self healing was super strong it was kinda a huge problem, though admittedly the old Circle of Healing was part of that too and not just the medkits. And effects like Mangled were actually stronger back then too.
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I agree with the idea that there needs to be more difference between the different medkit rarities.
However this seems like a bit too much. While it's true that Self Care wouldn't boost the efficiency of the green medkits anymore, and Botany wouldn't either, you can still make Botany work well with this rework as long as you plan ahead a bit.
To use this reworked green medkit with Botany (which essentially reduces the self heal time back to 16 seconds), all you would need is any addon or combination of addons that gets you at least 12 extra charges (the goal here is to get from 48 to at least 60) as that's enough for 2 self heals even with the efficiency debuffs (a medkit self heal with Botany requires 30 medkit charges). Streetwise alone would also get the job done without any addons (this offsets Botany's efficiency debuff), then you could just use heal speed addons instead or whatever else you wanted. Granted, this still isn't as strong as the 10.7 second self heals green medkits used to give, but it's not that much worse either.
Alternatively, you can drop Botany and use charge addons to get 3 self heals instead of just 2, which is a lot.
With the current medkits you can get 2 self heals if you run Gel Dressings + any of the other charge addons, but it's not possible to make that work with Botany unless you ALSO run Streetwise on top of that (or another perk to recharge items) - at that point you're justified having such a strong medkit with using 2 perks and 2 addons. You CAN use Desperate Measures instead, but in most cases that heal speed is going to be lower, so it isn't as good overall.
As a side note - I agree with increasing the altruistic heal speed on the yellow medkits, I'd go 50% for that. I would also probably give a tiny nerf to brown medkits to set them a bit further apart and then buff green and purple medkits.
An idea I had for the green medkit a while back was to keep it the same for self healing, but go in line with the "Emergency Medkit" name and give it 100% altruistic healing speed at the cost of using all 24 charges (ie. the same efficiency debuff as self healing). You essentially get a We'll Make It speed heal any time during the game as an emergency when you need it, but only once.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862770#Comment_3862770
Sorry if I'm being dense...
Basically, all the tweak is is that if you have your 3 protection hits, and you were healthy and got hit by a chainsaw for example, MoM would work and you would become injured but would not be put into the dying state, similar to how the endurance status effect works.
Is this referring to the OPs post, or your post?
Yours makes sense, 100% agree with yours... I'm trying to work out what the OP means... 😅
No worries. I thought the OP's suggestion was the same as this, that's why I brought it up in mine. Since they mentioned how you shouldn't lose MoM if downed from healthy. Maybe I misunderstood though.
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862596#Comment_3862596
There was a version that granted endurance, but so many survivors complained that it was a nerf, that it got reverted.
That version of the perk (the 6.1.2 version) technically could be stronger in certain situations but it was a lot less fun to use since you lost it if you took a conspicuous action making your protection hits count for nothing basically. The only way to use it was to build it up and then either hope the killer switched targets to you, or just continue to bodyblock instead of being able to save it for a more opportune moment. It was a bad rework and it also didn't even work properly, it was bugged and only got fixed because the rework got reverted in the next update
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Yeah this would be nice. This could be implemented for:
- Hex perks
- Decisive Strike, OTR, Blood Rush once exits are powered (and in the case of DS, also after it's used since it only works once)
- Shoulder the Burden
- Deliverance
- Adrenaline (after it triggers or if it can't trigger anymore)
- Built to Last (after 3 uses)
- Camaraderie (once used)
- Pain Res and Grim Embrace (after all tokens are used up)
- Corrupt Intervention (once it turns off)
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@UndeddJester said:
Not sure I understand what the tweak is…
https://us.v-cdn.net/6030815/uploads/PJBH2I8NOVOT/screenshot-20241228-193850-firefox.jpg
I would guess as long as you don't get downed you can keep healing up and take another hit?
It does need something with such a punishing activation condition I don't think it needs the restrictions it has.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3862598#Comment_3862598
Pretty solid argument I feel.
Basically, all the tweak is is that if you have your 3 protection hits, and you were healthy and got hit by a chainsaw for example, MoM would work and you would become injured but would not be put into the dying state, similar to how the endurance status effect works.
With current MoM, if this happens you actually go down even if you have your 3 protection hits, the shield hit specifically only works while you are injured and can protect from double damage while injured but not while healthy which is really weird imo.
It wouldn't let you use the perk multiple times in a row or anything, just makes it a little more consistent
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Chests in general should have lower priority than killer objects, not just Sadako's TVs
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Legion is an m1 killer.
While most of Vecna's hits are basic attacks, he has several unique tools in his kit that help him get hits and as such he does not really play in the same way that other m1 killers do, so I don't really think of him as an m1 killer for that reason. Whereas Legion can injure you with his power but in most cases has to play pure m1 to down you.
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Because unlike Huntress and Slinger, Unknown has to hit you with his power 2 times to actually injure you
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I agree. I've always found it silly that Mettle of Man specifically only protects you from being downed if you're injured and doesn't work while healthy against Exposed/other double-damage attacks, especially considering Endurance does protect you in those situations (in that situation you become injured and deep wounded but don't go down).
Mettle of Man definitely should be changed to work while healthy against double damage, just have it put you in the injured state but not down you
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Imo this is an issue with Blight and not with the perk. I think his power should start the match on cooldown similar to Chucky and Dredge.
The rework you proposed would actually make a decent perk but we don't need to replace current Lethal with it
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It's good. Knowing where your teammates are in chase so you don't accidentally bring the killer to them is a big deal.
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I'm not opposed to buffing Slinger a little but he should never be 115
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Defending that gen is basically always a mistake unless you're Nurse
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861970#Comment_3861970
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861972#Comment_3861972
Thanks now everything makes sense, but l still don’t get why call of brine got nerfed, because it barely did anything compared to overcharge.
Brine gave more regression than Overcharge since it didn't have any buildup, it was at full power immediately.
The only time Overcharge was better was if survivors missed the Overcharge skill check, or if the gen was left regressing long enough for Brine to wear off since it stops after 1 minute.
But regardless of which one was actually stronger they paired well together
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@Langweilig said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3861948#Comment_3861948
I found out that the wiki information about overcharge is wrong. It says 200 % for its old version instead of 400%. Now everything makes sense.
The 6.1.0 PTB Overcharge was 400% (500% with Brine) but that never made it to a live build, it got nerfed before release.
CoB + Overcharge at its peak on live servers was 300%
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Absolutely not. Almost every game right now is either Pop, Pain Res, or both. The last thing we need to do is make them even stronger.
If anything, both regression perks and gen speed stuff on the survivor side should get nerfs
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This addon made more sense with her original power when claw traps weren't an automatic injure, it didn't really translate to her rework very well.
Skull Merchant is headed for another rework anyways though so it's not worth changing the addon before then
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3859706#Comment_3859706
Because clearly 3-second DS wasn't still meta and wasn't still singlehandedly ruining killer matches. No, gens regressing slightly faster, because the survivors let them? That's the real overpowered thing. 🙄
300% regression speed was not just "slightly" faster, it was ridiculously overpowered for how free it was and it was one of the worst metas in DBD history.
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The issue with making hooked survivors not count for Whispers is that it would give you perfect info on whether someone else is near the hook or not which turns Whispers into an unhealthy perk for camping.
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Merry Christmas!
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Rancid Abbatoir is the most killer sided map in the game ever since its rework (more than Haddonfield imo).
The layout/map size is fine and the building is fine, but there are too many deadzones and the pallet count is a bit too low. They just need to fill in some of the empty space and it would mostly be alright, but yeah it's a horrible map right now.
For Coldwind in general: I'd also remove or rework one of the new weaker jungle gym variants, I'm not against introducing new tiles but most of the new ones are notably weaker than the older tiles and that isn't helping either.
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@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3860882#Comment_3860882
I don't know don't what else they can do to it. You already can't be hit with chains when solving. People really haven't complain about pinheads since the Box last nerf. They probably just going to nerf original pain and give some minor buff elsewhere
Honestly if that's all they do to Pinhead I'll be perfectly happy.
The box doesn't really need any more nerfs. Ever since we got the survivor action icons the box has been easier to deal with in solos since you can generally tell if someone is going for it or not, and getting interrupted while solving was really my biggest issue with it, and that's been gone for a while now.
I'd love for them to rework Original Pain (that addon is dumb) and slightly buff his chase power.
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Honestly, reducing the speed a little bit would've been fine, but reducing it as much as they did was overkill.
I would try something like this:
- Put the dash speed somewhere in the middle of what it is now and what it was before (I think somewhere between 8.8 - 9.2m/s would be good)
- Lower the slice and dice duration accordingly (ie. 1.5 seconds)
- Set the cooldown back to 12 seconds (but not 10, that was too low) and nerf or rework the cooldown reduction addons (ie. lower Power Drill to 5% instead of 10% or give it a new effect)
- Keep the nerf to Rat Poison, that was 100% warranted and necessary.
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They said they were postponed until a later date.
Idk, I think they could both benefit from some smaller changes but they don't need anything drastic, at least not to their basekit. Plague's iridescent addons absolutely need to be nerfed though, especially the one that gives her her power after every gen as it just completely removes the survivor agency over being able to avoid corrupt purge by choosing not to cleanse.
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To add on to this: Pig's also hasn't been changed to reflect that Hangman's Trick is now a scourge hook.