Avatar

sizzlingmario4

sizzlingmario4

About

Username
sizzlingmario4
Joined
Visits
18,774
Last Active

Comments

  • @PetTheDoggo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3849825#Comment_3849825

    I would prefer 10% and give it some additional effect… Could be more interesting than just slower cleansing and often less problematic.

    That would also be fine.

    I just want it to get something for losing its BP bonus, but I also acknowledge that it's massively overtuned right now and it definitely can't stay like this

  • This is unnecessary. Thrill of the Hunt just needs to get nerfed.

  • They need to knock it down to 12%.

    I think giving it a smaller buff is fine but 14% was way over the top.

  • @SoGo said:

    I'd actually like to see this changed to 60 seconds.

    45 is too little.

    I think it's supposed to be 60 since the addon description was changed from PTB (it originally said 45) and it just didn't get changed in the actual code for the addon

  • This isn't a good idea. This would cause certain survivors to become meta solely for their perks and not because people actually want to play them. Overall it would not increase diversity in survivor pick rates, if anything it would decrease it because survivors who don't have any super good perks would rarely be played.

  • With the first option - while it might mean that you initially get faced with other totems that take forever to do and then try to find Thrill specifically to eliminate it - it also means that if Thrill of the Hunt gets found first by chance then the perk literally does nothing at all if it gets cleansed at normal speed before even finding or trying to do any of the other totems, and I don't particularly like that.

    As for the second option, it kinda falls flat if you do a full hex build with Haunted Grounds and have 5 hex totems, at that point we're right back where we started, so I don't think that accomplishes much. I don't think Haunted + Undying in the build you mentioned is even that bad for the killer either, especially in a Devour Hope build you can essentially use the Haunted totems to distract from Devour Hope and buy time, especially since it can also trigger twice if Undying is still up.

    The current 14% slowdown per token is just overtuned and needs to be brought down a bit. I suggested they should see how it is at 12% - while this doesn't sound like a significant nerf at first, it actually is since 60% max penalty is exponentially weaker than 70%, not just linearly weaker. At 60% the cleansing time at 5 tokens would be 35 seconds, which is no longer above the threshold where for example we have totem cleansing that takes longer than a static blast cooldown to knock you off the totem repeatedly. It would be a 7 second buff from the previous version (which I'd say still makes up for the bloodpoint bonus removal), rather than a 19 second buff which was far too much.

  • She isn't weak. She's just full of bugs and feels kinda unpolished especially with how often the dog gets stuck on things. Probably the buggiest killer release since Twins and she'll probably continue to be underwhelming until she actually works properly.

  • Yeah…these Dracula changes are not it. They barely address any of his actual problems and Hellfire cooldown was overnerfed, 10 seconds is too much. And Medusa's Hair is still overpowered.

  • Yes, it should be fixed.

    If a certain killer is so strong that they are OP without crouch tech being in the game then they should be balanced accordingly with the understanding that it's not there. A killer's strength should not be an excuse to leave an extremely annoying and frustrating bug in the game.

  • @scoser said:

    Imagine trying to complete Outbreak Breakout without RPD offerings. It might take you literally years to complete.

    I did it without any offerings.

    It took a long time.

  • If anything I think Blight should just have his power on cooldown at the start of the match, it's really more of a Blight issue than anything else.

    I don't think it's really a problem on Billy because there is more warning to survivors that he's coming since you can hear the chainsaw.

  • @Sngfun said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847609#Comment_3847609

    Hey dude, would you mind explaining the math to me? I have been failing to get the other 4 instances for each totem cleanses. I know it is applied to the charges per second that it takes to make a totem take 14 seconds to do, but so far my results haven't been successful.

    If you cannot, don't worry I'll still thank you for giving the base maximum total.

    Basically, at 5 tokens now the maximum penalty is 70% (14% times 5), meaning the charges per second is 1 * (1 - 0.7) = 0.3c/s, since the penalty is a multiplicative modifier to the totem cleansing speed.

    Totems normally take 14 seconds.

    14 / 0.3 charges per second = 46.7 seconds.

    Then for example at 4 tokens it's 56% penalty instead, so 1 * (1 - 0.56) = 0.44c/s, then 14 / 0.44 = 31.8 seconds for the 2nd totem cleanse.

    Repeating the same process, at 3 tokens now it's 24.1 seconds, 2 tokens is 19.4 seconds, and 1 token is 16.3 seconds.

    Hope this helps

  • Imo even if maps are better balanced, there's always going to be a huge advantage to certain maps if you are able to design builds around maps knowing where you will be playing.

    There aren't any other offerings besides map offerings that give either side that big of an advantage, and they aren't fun to play against. Their recent change of making Sacrificial Ward a brown offering does help some as they will get blocked more often, but it's nothing more than a bandaid solution.

  • Nah. Perks should never be so strong that the only reasonable counter is another perk. You have no idea what the other side is using until you get into the game, it's not like you can change your perk selection after you see what you're up against.

    Thrill of the Hunt is just overtuned right now, going from 10% to 14% probably didn't look like a huge buff on paper initially but since larger penalties get exponentially stronger it ends up being way too much since 70% maximum penalty means that a totem takes over 3 times as long as normal. Right now Doctor with his static blast cooldown addons can literally make totems impossible since the static blast cooldown is lower than the totem cleansing time, and I don't think that's fair or acceptable.

    I do still want it to get compensation for losing its bloodpoint bonus, so I think it would be fine if they just took the middleground and made it 12% per token instead, this would cut it down to 35 seconds at max (instead of 47, the old one was 28 for reference). In the meantime, I recommend using Counterforce as (while not ideal) it's your best option to counter this until it gets changed.

  • Yes, they've been bugged for a while.

  • Maybe they should try 12%. This would be 35 seconds at 5 tokens which is still a buff from what it was before, but not as insane.

    @zarr said:

    Absolutely. Speaking as someone that loves using Hex builds, I think they went too far on this.

    4% more per token might not seem like much, but it's 20% in total. Not only that, the cleanse time increase is not linear, since rather than increasing the time to cleanse, it decreases the cleansing speed. So we go from 14 / .5 = 28 seconds with old Thrill, to 14 / .3 = 46.6s now. Blessing a Hex with Thrill on 5 tokens taking a whooping 93.3 seconds, more than a gen.

    Between how strong Blood Favour, Crowd Control, Devour, Ruin and Pentimento are as well as the existence of Undying and the - also now buffed - Dominance, I don't think this is healthy. Especially considering that various killers can be oppressively good at protecting their totems (such as Singularity, Demogorgon, Knight, Doctor, Pinhead, Trapper, Hag, Twins, Artist, any high mobility killer, …). Face The Darkness, Pinhead that has the Configuration add-on/knows its spawn logic, Doctor with big static blasts/Interview Tape can make it downright impossible to cleanse totems.

    I like that they want to buff Thrill. But I'd rather see something like the explosion notification returning when a survivor touches a Hex totem (albeit with a cooldown of a couple of seconds per totem), or even a slight increase to pallet break, window vault and pick-up speeds or even hit and pallet stun recovery per token.

    The old notification now would probably be too much in combination with the cleansing speed even if reverted back to 10%/token. Demo's Lifeguard Whistle which just got nerfed for that exact reason is evidence enough of that, so it'd probably still be too abusable on certain killers.

    Back when it had the notification the cleansing speed penalty was only 30% at max (it was 6% per token), which is only 20 seconds of cleansing time.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3847350#Comment_3847350

    True. I still cannot believe that they just removed the extra BP on three perks and thought they need to buff it. I take it for TotH but Distressing is a nerf and No one left Behind didn't need that buff - it was already a good perk. This makes me a bit worried about their balance politics. Sometimes they make really good changes (Crownd Control for example) but then also these awkward changes.

    I wonder what they will do with Beast of prey when they realise that this one still has extra BP

    Personally I think Beast of Prey needs a larger rework, I don't think a perk that only works with Bloodlust is really good design and it's quite a limiting factor too. All these other changes were just number changes and the only numbers on Beast of Prey is the bloodpoint bonus itself, so I would guess they probably didn't bother with it in this update for that reason.

    I actually like the buffs to NOLB. It was alright before, but I don't think it quite stacked up to other endgame perks like Hope and Adrenaline (but now it does), and I think survivor endgame perks should be pretty strong since they come with the risk of dying before getting to use them at all. And unlike the others, it's only good if you have teammates still alive, it's useless in hatch situations (it doesn't work with self healing).

  • @HolyDarky said:

    Agree. In my opinion, this is rather a nerf than a buff because having a bigger terror radius means survivor will much more prerun.

    I really like your suggestion to buff this perk. This is kinda of a revers Undetectable. I think 20sec is too little but the idea is really cool and can be helpful on many killers.

    Yeah exactly, the bigger TR is only a benefit sometimes and other times it's just straight up bad. It's not something I'd really ever run without some other perk or ability to take advantage of it.

    I could see 20 seconds being a little on the low side, 25-30 might be ok.

  • That sounds like a bug, it's never supposed to instantly reset

  • I completely agree. The new version is a massive downgrade. The PTB version was way better and more thematic.

  • Unfortunately her perks don't work well together for adept either. Clean Break + any invocation is not a good combo

  • This 100%.

    Map offerings on both sides are too much of an advantage compared to any other offering given how they allow you to set up certain builds that you know will work well on the map you choose. Just because the counter-offering is easier to obtain now does not mean that map offerings are fair.

  • @Hex_Ignored said:

    the bp bonus was the only reason to ever use them, so imo this is a nerf

    I agree that the Distressing change doesn't really do much and overall with the bloodpoints being gone from it, it probably lost value overall. Going from 26% to 30% doesn't change a whole lot, and a bigger terror radius isn't always a benefit either.

    But the buffs to Thrill of the Hunt and No One Left Behind are significant, I wouldn't consider that a nerf at all. Getting in endgame a permanent WMI heal speed, half of a Babysitter effect, the ability to unhook twice as fast, and seeing your teammates at all times? That's really good.

    @Rudjohns said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846386#Comment_3846386

    The effect is fine, I would just add a buff

    Undetectable after Bloodlust 1
    Keeps the undetectable for 15 seconds after downing a survivor whilst in any bloodlust tier

    Idk. I think having a perk tied to bloodlust at all is kinda bad design. It means half the roster pretty much has no use for it and it primarily rewards mistakes (or comes as a consequence of bad map design).

    You don't want to rely on bloodlust if you don't need to and if you want undetectable there are better ways to get it that don't involve chasing someone for long enough to get bloodlust, even if you added a linger effect to the undetectable.

  • I'm hoping they are eventually removing map offerings and this is a bandaid fix in the meantime.

    Either way this is a good change.

  • @SoGo said:

    The changes are nice.

    The removal of bloodpoint bonuses makes sense, I guess. The removed it from BBQ and WGLF a long time ago, so they now decided to continue with it.

    The onlyy remaining one is Beast of Prey.

    If anything I'd guess that the only reason Beast of Prey didn't lose its BP bonus yet is because unlike these other perks it's not really improvable with a number change. That perk needs a total rework.

  • I don't think that's the right buff, I think this perk is a prime example of why there should be more chests on the map. 2 chests is a fair requirement for what it does, but unless you use chest offerings or a rummaging perk it's impossible for anyone to use it more than once and that's awful. I'd love for there to be 5 or 6 chests on the map by default personally.

    I would also say the heal time should be bumped down to 45 seconds instead of 60.

  • @Hex_Ignored said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846202#Comment_3846202

    From my testing, it seems to be directly tied to the "destruction" score event. Knight's guards award "pinesweeper" instead of "destruction", which seems to be the reason why he can't trigger chem trap even if he stands right next to the guard.

    Interesting. Thank you

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3846176#Comment_3846176

    and vecna's vorpal blade. i still think this interaction looks like a bug and shouldn't be a thing.

    Iirc, they explained this before a long time ago and basically the logic was that Knight's guards are "more detached" from the killer and so the trap doesn't affect the killer. Whereas something like breaking a pallet with a chainsaw is still the killer breaking it.

    I would imagine the Vorpal Sword pallet break falls under the same category as the Knight's guards since the Mage Hand is completely separate from Vecna and therefore it probably is intended that it doesn't activate the trap.

  • For the most part yes, but it can be used more than once and doesn't destroy your item.

  • @BritneyMitch said:

    I mean does anyone think dracula didnt need a bit of a nerf? The majority of the community views this as a good change, Dracula is still a very very strong killer.

    The issue is that these nerfs are mostly going after the wrong stuff.

    What really needed to be nerfed was Bat Form, and yet the biggest nerf was to Hellfire, while Bat Form only got hit a little through the shapeshift cooldown increase. It's still going to be almost as good as it was before and have the same issues it did before, and Medusa's Hair will continue to be overpowered. That's why these changes aren't good.

    I wouldn't even be bothered if Hellfire got a slight cooldown increase and/or the two addons that shorten its cooldown were nerfed, but instead they went and increased the basekit Hellfire cooldown by nearly 50% which is too much.

  • Oh no, I'm much more excited for her now because it was nerfed. That addon was absolutely busted on PTB and playing against it was awful.

    If she ends up being underwhelming she can always be buffed again later but we shouldn't be shoving that much power into an addon to try to artificially make her a good killer.

  • On survivor, I usually played whichever one was being least used (or not used at all) by the other players. If I was originally queued up as Medic for example but then got in the lobby and saw we had 4 Medics and no Scouts then I would switch.

    But yeah generally I think Medic was most popular, which makes sense since free Botany Knowledge + instant heals within range is really strong.

  • The only reason he's so strong in 2v8 is because his uncloak speed in 2v8 is bugged to be much faster than intended - it should be the equivalent of the purple and green Swift Hunt addons combined, but it's actually stronger which is unintentional.

  • Just remove the 2v8 exclusive buffs he gets and he'll be fine next time.

    Those buffs are completely unnecessary on an S-tier killer who already has great map control and mobility which is a big deal in 2v8.

  • All 3 killers you mentioned already have this feature. For Blight there is only an audio cue when the power is fully recharged (since you can't use his power without having all tokens), and for Wesker there is an audio cue when each token is recharged.

    For Nurse it's a bit different - her power actually has a separate, unique audio cue for each individual token, and the audio cue gets more pronounced for each token. As a result, Torn Bookmark actually has a unique audio cue for the 3rd blink being recharged that you normally never hear otherwise as she typically only gets 2 blinks.

  • @Boons123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3844871#Comment_3844871

    I chose 32% to make it competitive with Leader since Better than New is a bit harder to support your team, so as a compensation the reward is higher on most objectives.

    If the number I chose was too high, Leader would have been broken years ago since all it takes is being close to your ally.

    So, harder to support = bigger reward.

    easier to support = less reward.

    Fun fact: Totem Blessing speed boost was added to the live version after this perk was released.

    I wouldn't say BTN is harder to get than Leader overall. It's harder to activate since you need to heal them, but once it's active it stays active for much longer than Leader does. Leader only works as long as you stay near the other person.

  • DH being nerfed was one of the best decisions the devs ever made.

  • I might not run Corrupt on him as much anymore, it'll still be good on him but with the buffs to tier 1 it won't feel as necessary as it did before.

    Outside of that I don't think a lot will change for me personally as far as perks and addons go, I already don't use tombstone anyways. Only thing that will change is Lock of Hair (purple t3 duration addon) will be more common now, since it's not worse than the green duration anymore.

  • Hmm, 32% seems too high, but I definitely support making it apply to everything that Leader does (ie. basically everything except repair speed, and add blessing) and I'd bump it up to 20%.

    I think part of why I also don't really like this perk that much in its current state is because you, as the perk owner, can't really tell that well when it's working because the bonus affects other survivors and not yourself. So what if we also added this: "Affected Survivors also have their aura revealed to you at all times for as long as they keep the action speed bonus." Now it has some additional utility as an info perk and gives you positive feedback on when your perk is working. Just an idea.

  • I mean the old one was just the exact opposite issue.

    I agree that current Haddonfield is too killer sided in some regards but the old version was pretty much just a survivor playground and we shouldn't go back to that either. There should be a middleground.

  • Slightly survivor sided.

    The last thing that should happen is to make it killer sided and make the queue time problem even worse.

  • Make it not affect recently unhooked survivors and then yes it should be 24 meters.

  • I don't think so. It's more appropriate in 2v8 because that mode is inherently more chaotic and fast-paced and it has a lot of aura reading to contribute towards that style. Most aura-reading in 2v8 is also basekit and doesn't come from specific abilities so the revealed status effect doesn't really give away anything the killer is using.

    If this were applied to perks/addons in 1v4 it would make several of those perks/addons much weaker when they don't need to be. If an aura-reading perk or addon in 1v4 is so strong that it needs to warn survivors, then it should either have a debuff icon (like Weave does) or that specific perk/addon may be an issue. But there's no reason to give a blanket nerf to all aura reading when 90% of it is fine.

  • The one closer to the window would probably be fine.

    The other one I would be against adding.

  • I'm hoping it's just adjusting/changing the screen filter and that's it.

    I feel like if they were going to make a more substantial change to deep wound they would need to do it while keeping killers like Legion in mind but no one was on that roadmap except the Freddy rework.

  • The BP bonus should be at least 300% minimum for survivor always, but other than that I'm not really sure they can do anything more about it. There's always going to be an certain appeal for playing killer with a teammate that you can't get in the regular mode. There isn't anything quite like that on the survivor side of 2v8 (ie. having 8 survivors isn't as special as having 2 killers because there are already multiple survivors per match in the regular game).

  • I agree, 5 chests would be fine. The new faster unlocking speed on the PTB is great but 3 chests is still quite limiting. I think adding a couple more would be a good change and would be an indirect improvement to several perks that need it.

  • (ignore this I accidentally hit post without meaning to)

  • I think Dredge would be too unfair with nightfall unfortunately. Being hit by a Huntress hatchet you can't even see would be really bad

  • Krampus Trapper + Clown with the Santa outfit

1 … 17 18 19 20 21 … 138