sizzlingmario4
sizzlingmario4
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Seconding what others have said about not bothering with Small Game, it's really not worth it. Counterforce is better, and bringing a map can help too, you either need a rainbow map, or a green map with Red Twine will work also. You can also use Detective's Hunch, once a gen gets completed you will usually see at least 3 totems if not more, but that won't help you cleanse totems faster, just finding them.
Counterforce + Inner Strength is also a good combo because it means even if the killer isn't running a hex build you can still quickly cleanse totems and heal later when you need it.
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Happy holidays everyone!
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There haven't been any recent changes to the Xenomorph.
Keep in mind, when you pick up a survivor while you're in crawler mode the progress for it gets reset back to 75%, not 0. So even if you do not go in a tunnel after hooking it does not take very long to go into crawler mode again.
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This is awesome. I love seeing people do this during this time of year.
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If it were changed to not block auras of slugs and received some other buff in return I'd be cool with that. It's not really a very strong status effect in most situations but when used in this particular manner it can be annoying to play against.
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I don't think that's a good idea, as others have already pointed out that just promotes hard tunneling and would feel pretty bad on the survivor side.
I do think Thana is not in a good spot right now and needs a change, but not this. It needs to matter more when 2-3 survivors are injured but a lower maximum penalty at 4 injured so it's less oppressive on Plague
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The aura block either needs to be time limited or be removed entirely. Or just rework it.
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No. There were a few mistakes in 6.1.0 including buffing Overcharge/Eruption to what they were back then and making DS 3 seconds but for the most part it was a good and much needed update.
Almost all of the perks that were nerfed in that update needed some kind of change, even if not all of the changes were the right ones. On an overall scale it was not a failure in any way, it was one of the best updates the game has ever had and most of the issues that did come with it (ie. Overbrine meta) did eventually get resolved.
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The cooldown should be 12 seconds. 14 is too high, but 10 was too low.
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That was done in the same patch as the cooldown reduction. There was no mention of it anywhere
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They should add blessing speed to Leader and Thanatophobia as well. Imo anything that affects cleansing should affect blessing too, except for Counterforce.
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What do you mean his stealth is bad? He has some of the best stealth in the game. The noise he makes isn't THAT loud.
Only change Wraith really needs is some more interesting addons, the cloak speed addons are bad (not the uncloak ones though) and we don't need 3 addons each for uncloak speed and cloaked movement speed, 1 or 2 is enough. MAYBE give him 5% faster uncloaking basekit, though I'm unsure if that's necessary or not. Other than that he is in a really fine spot as is.
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@AlexXHunter44 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3857972#Comment_3857972
Makes no sense.
- You're speaking if a future we don't even know exists, since both current perks aren't viable there is no reason to believe they will be buffed to the point of making this broken or that future perks will be stronger.
- More importantly, if you make them simultaneous you can balance the perks around that fact. It's not like going in blind, there are only two now and they aren't broken together so balance future perks with that in mind.
- They could limit the number of invocation perks allowed in a build if it was that broken at some point in the future, or look at the meta and revert. It's not a thing that can't be easily undone at some point.
The only way you could justify allowing them all to be done at once is if they all had a different penalty for completing them, which you could do, but then any future invocation perks would likely have to be weaker than Weaving Spiders as most realistic penalties you could impose aren't going to be as impactful as being Broken permanently. Then it would be fine to allow them all to be done in 60 seconds, as they each have their own separate downside.
Combining Weaving Spiders and Treacherous Crows right now wouldn't be overpowered, because Treacherous Crows is an underpowered perk and should get buffed. But none of the invocations should be solely balanced around being combined with others, all of them should be able to stand up on their own (and Treacherous Crows currently doesn't).
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I fully agree with you on the teleport recovery speed, however I don't agree with reducing the UVX cooldown, 7 seconds is fine. It's short enough that you have the opportunity to follow up and get the hit, but it's not so short that you can spam it. Unknown is a 115 killer with a projectile, and mistakes should matter.
The Unknown has 9 status addons. NINE. That's the most of any Killer and while I think it's good to have some of these, having that many is kinda boring and some of them are pretty bad too. Punctured Eyeball and Rabbit's Foot are both horrible addons and should be reworked, and Homemade Mask is undertuned for a purple addon, it should cause blindness for 90 seconds not 60.
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Because they all share the same downside already of being broken, it wouldn't make sense to also be allowed to overlap the time spent on them.
The only reason it wouldn't necessarily be overpowered right now is because Treacherous Crows is a bad perk and needs a buff. But eventually if you could do 4 strong invocations (assuming all of them are as strong as they should be, which Treacherous Crows currently isn't) all in 60 seconds it could be too much.
Weaving Spiders is almost in a good spot as it is tbh, it just needs to be changed to not get countered by gen blocking, there should not be a risk that you spend 60 seconds in basement for the perk to do absolutely nothing if Grim Embrace happened to be up when you finished it.
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Yes but only on original maps (not licensed maps)
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I absolutely love the map, it is the best map we've gotten in a very long time.
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The reeling speed addons are pretty awful. I agree the mending addons can go, and we don't really need 2 separate addons for Mangled either (and ironically the yellow Mangled addon is better than the green one, so I'd keep the yellow and replace the green addon with something new).
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Meh, I think it's a non-issue. I've hit the regression limit occasionally with Eruption/Surge without actually 3-genning, but what I've noticed is that whenever it does happen, it's when I'm already in a winning position/about to win the game. If a false positive only occurs when you've won or are about to win then it's not really a big deal.
Also, the killer can still be holding a 3 gen while there are other generators left to do, that doesn't really make it any less of a problem.
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Good to know. Thank you
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@danielmaster87 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3854816#Comment_3854816
So let's say I do my first gen kick of the match. Will I get Machine Learning's effects when that gen pops, assuming I didn't kick any other gen after that one?
My problem with the perk was that you had to kick a gen twice for it to apply, which was literally contrary to the perk's description. But I don't care enough to follow all its changes.
Yes, you only need to kick 1 generator now, you don't need 2 kicks anymore.
2 weeks after that buff the duration got reduced to 45 seconds, but even with that change the perk is still stronger than it was before.
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@OrangeBear said:
Is it really? It's going from 70% to 60%. This is 46 seconds to cleanse a totem to 35 seconds.
I'm pretty sure this version will be fine, at 5 stacks before it was about a 19 seconds buff over the 10% version which was way too much but now it's only an extra 7 seconds which doesn't seem that crazy.
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Okay cool, it still got a buff over the old version and isn't busted anymore, perfect.
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2% is worthless, that may as well not even exist now.
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The issue with Moment of Glory isn't so much the healing time as much as that there just aren't enough chests on the map. The only way I've really been able to get it to work is running it with Appraisal and bringing a coin offering, so there are more chests and I can activate it 3 times by unlocking and rummaging the same chest. With that combo it's actually not too bad, but running it on its own felt kinda pointless tbh.
That said, I wouldn't mind Moment of Glory's heal time being reduced to 40 or 45 seconds.
Clean Break is much stronger than Moment of Glory though and is fine at 60 seconds. It's much easier to activate and doesn't require a side objective like chests, healing is generally a more important component of a trial. I've been using this perk a lot the last couple of weeks since it came out and it's great for increasing your team's efficiency, yes you take a while to heal and that is a risk but it allows both you and the other survivor who would've healed you to spend that 16 seconds on generators or other important tasks instead.
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It's back to the PTB version now which was much better imo
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Probably because he can close large distances quickly.
If anything Blight's TR should also be 40 meters considering he's even better at it
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Nah, map offerings should just be removed from the game entirely. Being able to choose a map and bring an optimal build for it is obnoxious and neither survivors or killers should be allowed to have that much influence on a match before it even begins.
Convert all existing map offerings in players' inventories to Bloody Party Streamers and retire them.
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No, the Feral Frenzy killer instinct detection does not work on survivors in the dying state.
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@Gardhome said:
"14 second cooldown is also too long". For Ghostface with 17 sec and Legion with 20 sec cooldown, 14 sec is an unattainable dream
Those are entirely different killer designs, and Legion's is only 20 seconds if you actually use the entire power gauge (so a lot of the time it's shorter than that if you cancel), whereas Chucky gets the full cooldown no matter what; you also don't really need to use Frenzy as often as you use Chucky's slice and dice, Frenzy is mostly irrelevant if you're just chasing down an injured survivor
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I don't think you can. Usually on those types of messages they have an X symbol so you can dismiss it but this one doesn't for some reason.
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Weakest would be Myers, because it'd be permanent Scratched Mirror. He'd also get Boyfriend's Memo which makes his tier 1 lunge a little better, and the addon that reveals survivor auras after stalking in tier 1, but I think that's basically it, most of Myers' addons are useless when combined with Scratched Mirror and wouldn't actually help him at all.
Strongest killer I would guess is Spirit, because a combination of Dried Cherry Blossom + every recharge, duration, charge speed, and movement speed addon (including MDR) would be absolutely insane, and she doesn't have any addons that make her worse unlike Blight (Placebo Tablet) and Nurse who has multiple meme addons and her two iridescents are incompatible with each other too.
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They just need to nerf Commodious toolboxes. Most of the toolboxes are better at either repair or sabotage but Commodious has good stats in both AND has the most charges. It's way stronger than any of the other toolboxes and it makes no sense. It also doesn't help that event rarity toolboxes are the equivalent of Commodious so any event where those are given out there are just strong toolboxes basically everywhere, unlike most other event items where the event rarity is the equivalent of a yellow item.
The addons that add extra charges to toolboxes should also either be changed or increased in rarity, in most situations they are far superior to any of the other brown or yellow addons. Instructions (removes skillchecks) and Spring Clamp (reduces repair noise distance by 8 meters) are also just terrible addons and should be buffed or reworked.
I don't think most of the other toolbox stuff is really that bad though.
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Yeah that addon is horrible now. It worked better with her original power, but now that the TV auras are visible (and you can also visually see Sadako's lullaby while she's coming out of a TV if you are actually near her) the gimmick doesn't really work anymore because in most cases it's easy to tell that it's fake.
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Starting at 48m and then adding 24m for each further altruistic action would mean that in order to get the same map-wide effect as the current version you need to interact with each survivor in some altruistic way 4 times each (first one is 48m, then 24 * 3 = 72m to get up to 120m which is basically map-wide in most cases), which I feel like is a net nerf even if it no longer deactivates on hook. I'd rather have the hook deactivation than have to do 4 altruistic actions to get the map-wide aura reading on 1 survivor.
The current Aftercare is a good perk and is not niche at all, it's the strongest teammate-info survivor perk there is once you get it active, especially since it not only gives you information but gives your teammates info on you too.
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I agree, imo there should be 5 or 6 chests by default.
@jesterkind said:
I think the concern there is that chests share the same spawn points as some killer objects, like Jigsaw Boxes and Sadako's TVs.
Maybe they're working in the background to separate those so more chests can safely be added? If they're not doing that now, they would have to before adding more chests.
This is definitely a valid concern though, the killer object spawns should take priority, having chest spawns mess with them is bad.
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No, that's a terrible idea. It would go directly against why it was added at all by just making the actual BT perk mandatory again for endgame saves. There's a reason why it was implemented.
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I think it needs an additional effect. It's awful.
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47 seconds of totem cleansing is absolutely ridiculous, a change is very much needed.
While it's true that hex builds are not really in the best spot (disregarding the Thrill buff), this is not the right way to go about fixing it.
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Old Deathbound was a horrible perk that got almost no use.
The version they tested on the PTB was kinda busted but the current one is fine. Being oblivious isn't the end of the world and you can avoid it by staying near the other survivor, self-healing also counters the perk entirely.
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None of this was a problem until Thrill of the Hunt got buffed, so nah, pretty sure Thrill of the Hunt is the issue here.
Also, Pig search wasn't a problem because of FTD, it was a problem because of the old Ultimate Weapon and/or having both of them combined. FTD has never been an issue and can be cleansed uninterrupted by the injured survivor if necessary.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3850824#Comment_3850824
So technically, I could see two of those per survivor if they're all using the perk?
No because each survivor can only use the perk once, you cannot do it twice
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That means she took a hook state from someone else using Shoulder the Burden. While the individual hook counts aren't normally visible to the killer, this perk makes an exception.
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@Mandy said:
Hi all, I have a small update for you with regards to this. It is NOT a bug that Floods of Rage and Gift of Pain activate when a survivor is hooked on a normal hook, that's then turned into a Scourge Hook with Jagged Compass - the act of turning the hook into a Scourge Hook when that survivor is unhooked takes precedence. So whilst perks such as Pain Res won't activate (because that happens when you are immediately put on the hook), those two listed above have a different activation condition.
We will monitor it of course, but for now - as it's working in game is the correct way of it working.
Thanks for bringing this to our attention <3
Oh alright then. Thanks for the update and for looking into this!
That makes Jagged Compass a really good perk then.
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Nerf it to 12%
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@MrDardon said:
Also, how do you get to 46.6 seconds. Isn't it 14 x 1.7 which would equal 23.8 seconds?
It's not a 70% increase to the cleansing time, it's a 70% reduction to the cleansing speed. You are cleansing the totem at 30% of the normal speed basically, which takes a long time. (14 / 0.3)
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Look, as much as I'd love a small buff to Thrill of the Hunt, it's very clear that they overshot it, a 70% maximum penalty is too high and opens up some very busted builds.
It doesn't even have to be reverted either. Just tone it down a little and it will be fine.
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@Mandy said:
Hi all! We will have our normal cadence of hotfixes - slightly different time frame, but you can definitely expect 2 prior to the holiday break. There will be adjustments to Houndmaster as well as to the Live Balance changes from PTB (as explained in the Developer Update, these were released the same way they were in PTB), there will also be a lot of bug fixes that you can expect. Not all that we're finding now will make it for the first hotfix as time is always a constraint, but we're aiming to get as many in as is humanly possible.
We do appreciate your patience, we understand very well how frustrating it is waiting for these changes <3
Thank you for the update and thanks to the team for working to get the bugs resolved. :)
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@Mandy said:
It will make the effects trigger though - and it does, so I'm a bit confused as to what the issue is here - as that's not a bug.
Do you mean when a survivor is hooked on a non scourge hook PRIOR to it being made a Scourge Hook, as the Scourge Hook only gets created when the survivor is unhooked, so that hook would be a Scourge Hook only when the next Survivor is hooked there?
If that's the case, yes that's by Design and not likely to change as we would not want to make any hook a Scourge Hook, there would be no point to Scourge Hook perks in that case.
The perk is currently causing effects like Floods of Rage to work when unhooking from a normal hook (ie. before it is converted to a scourge hook), I made a bug report on this believing it to be unintended but I wasn't 100% sure either.
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Saying "run x perk" to counter some busted perk on the other side in order to justify some overpowered perk as being fair, has never been a good argument and never will be. Whether you needed that counterpick perk in a given match or not is a complete guess and you can't change that once the game has started. This goes for both survivors and killers. Thrill of the Hunt is just the most recent example but it's far from the first time this has happened.
