sizzlingmario4
sizzlingmario4
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This was a bugfix, it already worked like this in the past and stopped working recently, they've just added it back. The only part that's new is the hunt cancellation beyond 48 meters, which really doesn't matter that much because at that point the guard probably wasn't catching up anyway and it also starts recharging the cooldown for that guard sooner
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I think there's 2 ways they can go with this, they can either revert the latest percentage nerf (back to 40% or maybe even increase to 45%) and leave it Exhausted-only, or leave the percentage at 30% and add some (but not all) other status effects back.
If they go the 2nd route, I would choose Blindness, Broken, Exhausted, and Oblivious to be affected (and only those). Why these specifically? Because they're the ones where shortening them a bit doesn't make them irrelevant a large portion of the time. If you can't see auras or can't hear the terror radius for a while, there's still a good chance that will make a difference even if it's a bit shorter. Broken still prevents healing for a duration even if shortened (and made Vigil have synergy with a couple more survivor perks) Exhausted is the main draw of the perk so obviously it shouldn't be removed.
Exposed, Hemorrhage, Hindered, and Mangled, on the other hand, simply are weakened too much by being shortened. Exposed is often balanced such that it lasts long enough for the killer to have a chance at value but not long enough that it's guaranteed (which is a good thing), so it often works out where if the killer does get the one-shot it's near the end of the duration but Vigil just ruined that completely and made most of those perks not worth using. Mangled/Hemorrhage being shortened often made it useless since it just meant by the time you got unhooked, the effect was already completely gone and it didn't do anything. Hindered has the issue where it just robbed certain killer powers so I think at this point it's best that it be left off.
But yeah that's my thoughts on it, the initial nerf from PTB I don't think was really enough but what happened to it today was a bit of an overcorrection.
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I'd like it to be buffed to start with 2 tokens instead of 1 (and maybe raise the cap back to 3 again instead of 2).
It should not be reverted back to the old version though, it was basically infinite with how the old recharge system worked, 95% of the time you just never ran out of tokens
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@SkeletalElite said:
The classic BHVR double tap. Give a perk a small nerf that would have been fair but fine and then a 2nd nerf on top of it that completely puts the perk in the dirt. I don't understand why BHVR always does this?
If vigil is going to only affect exhausted, it needs to be as high as it was before the nerf at 66%. 40% was fair affecting every status.
BHVR completely dropped the ball on interpreting the feedback here. People had 1 problem with vigil in terms of the statuses it affected and it was that killer powers which were reliant on status effects like clown and freddy were affected.
No one cares that Forced Hesitation and Knock out are getting soft countered by this perk. They care that entire killers become significantly weaker. All they had to do to fix that was give these killers unique status effects similar to how ghost face doesn't apply exposed, he applies his mark, which then in turn applies exposed for its duration.This alone would not have fixed the problems with Vigil. The degree to which it did affect several perks/addons was also an issue and heavily discouraged an entire genre of build variety. This was just as much of a problem with the perk as the killer power hindered issue was. I'm not entirely sold that Exhausted-only is the right solution, but it definitely couldn't remain the way it was
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@DodoSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4113626#Comment_4113626
didn't they say they weren't actually changing it until a later patch?
The patch was today, they did lower the percentage to 30% but they didn't implement the other part of the change properly
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I agree it should go back to 40%, but the current version in today's patch is bugged now (they didn't actually remove the other status effects from it) so that needs a fix. But yeah, the further reduction to 30% was not needed at all
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I'm not convinced these changes were good in general. Elusive as a whole is just not helpful in this situation if the killer was already near the hook planning to tunnel and knows where you are anyway. I understand that 15s of endurance was abusable when used aggressively but overall it feels like tunneling just got a pretty massive buff and we're not really any better off now than we were pre-9.3.0. I feel like there has to be a better solution and it needs to be tested on a PTB that doesn't have a new killer, and especially not one that bypasses the normal hooking system anyway.
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Ngl I would go even higher and say as a hex perk Two Can Play should be a full 3 seconds.
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It still hides your aura from the killer, the description was bugged for a while
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I used to run this every once in a while and now I am sad lol
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I don't know why this would be listed as a bugfix. If they want to change it to go uphill I think that's fine, but it should be listed as a balance change because that's what it is.
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Because vaulting a pallet and having it instantly break with no warning would be extremely cheap and unfair. It's already borderline problematic on Krasue as is
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The change to exhaustion only is still happening, it will be in one of the upcoming bugfix patches. There wasn't enough time to make the change in this release (most likely due to console certification)
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@100PercentBPMain said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111295#Comment_4111295
any thoughts on what they should have done with it?
It should at least go back to 40%. 66% was probably still too much regardless even with it being exhaustion only, but the additional nerf down to 30% seems unnecessary.
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@pidgeon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111239#Comment_4111239
it's really not though, people were only using it for the exhaustion or to abuse stb/deli shenanigans. Plus its legit a 4 second nerf.
Right now yes, but it's being nerfed again in a bugfix to be 30% and only affect exhaustion
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@bnork said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4111208#Comment_4111208
it didnt break wesker no, wesker is just currently to my knowledge the only killer who is already client checked before the server, and he got swapped to being server detected first, and this didnt do much other then make his grab detection feel a bit different, and with that in mind, wesker feels the way he does now because hes client sided, and felt worse because he was server sided, now every killer feels worse again because they reverted the change.
I see. Thank you for the explanation
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Didn't it break Wesker even more though? Or was that something else
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I hope so. Houndmaster really just needs an update and addon pass in general
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@esarraf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110998#Comment_4110998
Is there even a point for Wake Up now? Tbh flow state should do more.
I'm still mildly annoyed at the Wake Up nerf, but honestly as long as you aren't the last survivor it isn't a bad perk. The extra gate opening speed makes a difference more often than you'd think, and I have a really bad habit of forgetting where the exits are and it helps with that lol
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Been thinking about this a lot lately and I'm starting to agree. I don't think hexes really feel that great right now standalone/without totem defense perks but there have always been certain builds that make them hard to deal with and the recent Thrill meta has really highlighted that, there's some other less common stuff too like Harpoon Gun or Fatty Meat but that's not nearly as popular. I think ideally there would still be some form of regression on them (ie. totem progress wouldn't be permanently saved) but it shouldn't lose all progress instantly. But to justify doing that I think you'd have to make cleansing take longer, and at that point Thrill of the Hunt should probably just get a rework, which based on the last community stream sounds like might be happening anyways.
I think they could also explore the idea of making some older hex perks have delayed activation much like some of the newer ones do - for example what was done in the most recent Crowd Control buff where it no longer ignites a totem until a window is blocked, might not work for all of them but at least some
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I'd really like if Flow State affected chest unlock and rummage speeds. It's close to being the Fire Up equivalent for survivor but I feel like it's missing that. Obviously I get why it doesn't work on exit gates since there'd be no point in Wake Up if it did, but anyway Flow State just feels a tad undertuned, it is nice for getting rid of NOED though
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@jesterkind said:
Agreed. I don't really like the First's version of this addon either, it's just not a particularly healthy addon design imo. Even if they gave it to someone like Sadako I'd feel weird about it.
Not sure what it should be reworked to, though. Honestly if they reworked it so it allowed you to kick generators to exit Omnipresent Evil the way you can with pallets it wouldn't be as egregious, but even that would probably be too strong.
I agree that would probably still be really strong since it would let you appear right on top of a survivor doing a gen, and yeah I'm not a huge fan of regression addons in general. The First addon that does that just isn't nearly as good since you can only realistically affect 1 generator per power usage and unless you have Pizza Goggles the cooldown is very long
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@Arcturus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110524#Comment_4110524
I'm assuming that's because certain perks like Sprint Burst detect whether the sprint key is being pressed rather than if the player is sprinting
I think so too, and you can see it with perks like Light-Footed as well, its icon will light up while holding the shift key (even if you're not running or moving at all) and turns off when you're not pressing it
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I also tried it on the PTB and I agree it's a lot better now. You can take any "I hope I find a medkit in this chest" scenario and turn it into a guaranteed heal in 60 seconds as long as you don't go down in that time
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@ShanoaLegendaryPlz said:
The perks intended purpose was to combat a painpoint for killers where you get to a nearly completed generator, the survivor working on it has slipped away somewhere in that entire quarter of the map, and you end up with 2 problems, 1: you kick the generator and go find someone else - that generator is guaranteed to be finnished as soon as you leave. 2: you stay and look for the one hiding wasting valueable time letting other generators get completed, and may not even find the person because they are slinking around from place to place with urban evasion. So what the perk did was cut the crap and show you where they are hiding nesr the generator so you can get on with the game. What the problem was, is it glued to your killer allowing mobility killers and killers that hit through walls, to go after anyone within 1/4 - 1/2 the map.
The new nerf on the 25th will:
- Reduce the distance the aura shows survivors
- Glue the aura reading to the generator only (further reducing distance)
So the perk should go back to its intended purpose of just making sure noone is hiding next to a gen waiting for you to leave.
FYI - it's only the aura being tied to the generator that's changing, the original range nerf is being reverted
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You can remove Clean Break from the list, Vigil never affected that perk
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The pre-8.5 version was NOT 30% duration reduction, it was 30% increased recover rate. So the "effective duration reduction" back then was only around 23%.
Anyway, the recover rate increase is the more accurate way to put it and that's how they should keep it. If you list it in terms of a duration reduction, it makes the effect more confusing and harder to calculate when applied to other survivors in range since they aren't necessarily affected by Vigil for the entire duration of the status effect. I think this is more of an issue with the game not explaining well how dbd math works, not just for this perk but also for action speeds
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@Mandy said:
With Vigil, one of the main areas we identified was that it did too much against so many things - new statuses get added, Vigil works against them. Keeping it to exhaustion only can help us to balance the perk more, yes the percentage also increased and we're monitoring that, it can yet be changed after release. But having it work on so many statuses was becoming a balancing nightmare for the perk.
Out of curiosity, is there something that changed about the difficulty to balance Vigil between now and the pre-8.5.0 version when it was 30% with the smaller 8 meter range? It still affected all the same status effects then as it does now but it was never considered problematic then with the lower numbers since the effect it had was smaller and it also didn't get applied to other survivors as often since they had to be closer to you for the effect to work.
Ultimately I understand why this decision was made and it does fix the issue it had with affecting Hindered with certain killers, but if it's going to be exhaustion only moving forward I don't see it getting much use at all anymore. Its best pairing was with SB, which is also about to be nerfed, and Vigil wasn't nearly as impactful on most other exhaustion perks, it has no application with DH at all for example since you can only use it once per unhook and being hooked resets exhaustion anyway.
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I think torment in 2v8 doesn't matter enough. Normally PH's cages can save him a lot of time since it eliminates the need to pick up and hook and you deny certain perks with them, while in 2v8 it's only a little faster than normal caging and there are no perks so he doesn't get as much of a benefit from torment as he usually does which I think makes him a lot less appealing.
That said, there's no reason for him not to be in 2v8, he isn't problematic in 2v8, he just isn't that good unfortunately and could use a 2v8 buff imo
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The outfit should just be killswitched until they fix it.
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Oni in 2v8 is an issue and he does need changes but I would make a real attempt at nerfing him first rather than taking him out. They did already increase the power consumption penalty when downing a survivor but that was pretty minor. I think the frequency at which he can get his power needs to be addressed, unlike in 1v4 you can't really deny his ability by not getting injured and that needs to be taken into account. I think his turning is problematic as well but that's not a 2v8 exclusive issue.
If, after he receives some additional changes he is still problematic, then it might be time to consider removing him, but I think it'd be premature at this stage without at least trying a round of meaningful nerfs.
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@LordGlint said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4107090#Comment_4107090
Im not that good on most of the roster and Jason probably isn't getting added to 2v8 yet. Hes really good at handling certain window loops that would NORMALLY be major pain points for other killers. I'd go as far as to say Jason has no bad map.
Also helps that sleeping bag gets slept on...no pun intended. They actually decided to BUFF it while its IMO his best addon.
I was equally as baffled at that buff. Sleeping Bag is INSANELY good
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The map variant version of Suffo Pit is the only one I want to see back and this post is the reason why. 95% of the map variants were low quality and worse than the original maps but that version of the map had none of the issues normal Suffo Pit does.
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I agree Nurse should have this, but it isn't a replacement for nerfing Nowhere to Hide, that perk needed an adjustment either way and Nurse wasn't the only reason for that
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@dangersmymidd1ename said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4104669#Comment_4104669
It did work with Conviction until a few weeks ago :(
Yeah I know, and honestly I'm not sure why it was removed. Now the functionality is inconsistent with Soul Guard which does still work
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Buckle Up. When paired with another perk that allows you to recover on your own, the effect works on yourself when you fully recover. So you can get up with UB or Exponential and get a massive speedboost with no scratch marks for a few seconds and completely ruin the killer's slugging pressure. It doesn't work with Conviction though
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This would have the potential to make Devour Hope a little too powerful, so I wouldn't do it for that one.
But for most other hexes I agree. It doesn't replace improving totem spawns/moving totems away from plain view of generators as they often are, but it does make it less likely you just spawn on a hex totem and get rid of it before it ever has a chance of doing literally anything at all.
I think Crowd Control's design where it only ignites a totem the first time a window is blocked is what would be realistic for most other hexes, so for example Blood Favor ignites the first time a pallet is blocked, Third Seal ignites the first time you hit a survivor, etc. It's important that the activation conditions don't take too long either because otherwise you get the Nothing but Misery problem where by the time the perk activates, the game is often over already.
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If anything, it's something they should look at with Blindness in general. It's not a Third Seal-exclusive issue and that perk has other uses too that aren't just for slugging, unlike old Knock Out
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Based on what I saw from watching the early access gameplay, it scales both the haste duration and the haste value. So at 1 token it's 5% for 2 seconds, 2 tokens is 10% for 4 seconds, and so on, up to 5 tokens which is 25% for 10 seconds.
I agree the description is unclear though, they should rewrite it to make that more obvious
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She desperately needs an update and an addon pass but I don't think she should be fully reworked.
I think making her permanently 4.6m/s sort of defeats the point of her design though so I wouldn't want to see that, however I would support giving her a temporary haste buff after teleporting to help her actually get that hit
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Unfortunately, no there isn't. This is something they should add though as well as just adding more preset slots in general.
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I feel like that would make the perk worse but also situationally frustrating to play against.
If the mechanics were reversed, then if you don't happen to finish any of the first few generators completed in the match then you're never going to get a substantial benefit from the perk, even if you did complete the later ones. In that situation this would just be a massive nerf. On the other hand, If you do complete the first few generators and then get an instant heal mid-chase later without any prior tell for the killer I feel like that would potentially be problematic and just powercreep Adrenaline. I think the former situation where the perk is weaker would be more likely though.
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I think because of his small size and third person FOV. He can do mindgames with the FOV most killers can't, and with him being as small as he is, he has a smaller hitbox than other killers so he can go around loops more tightly. Because of that, the 4.4 speed isn't as much of a hinderance to him as it can be to other 4.4 killers
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- Rapid Response - Increase duration to 4 seconds
- Road Life - When you earn 4 tokens, instead of gaining 100% healing speed bonus you gain the ability to heal yourself without a medkit, effect deactivates once you are healed. In its current form it's unreliable for healing others since accidentally stopping the heal wastes the effect and other perks are better at that anyway, so its only real niche is for self-healing and it's not even that good at that either since you need something else to self-heal with. This rework eliminates the need for a medkit or another self-healing perk and gives a reward for earning the tokens by being faster than other self-heal perks.
- Ghost Notes - Increase Exhaustion recovery rate to 25%. Now that Vigil is being nerfed and diminishing returns also exists, there's room to make this perk better, right now 10% recovery is barely noticeable
- Septic Touch - Reduce duration to 15 seconds, but remove the terror radius requirement completely. Basically it would be Mindbreaker but for healing.
- Dying Light - Decrease Obsession bonus to 15%.
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Spies from the Shadows.
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It just means that Ghoul needs a nerf. It's true that he doesn't care nearly as much about SB as most other killers, but that's because he's one of the strongest killers in the game with high mobility. He's overdue for some changes, but it doesn't mean those perks weren't also an issue too
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This would be really nice. Or maybe show the plot twisting survivor in a different aura color than normal so it's obvious
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Probably because when used well it can completely destroy the killer's pressure. A self-unhook is one of the strongest abilities you can get because it negates the need for anyone else to come save you thus buying a lot of gen time for your team.
That said, it's still a risky perk either way and you may not get to use it so 120 seconds of Broken might be overkill especially given Vigil also being nerfed. I think 90 seconds would be sufficient
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@Wezqu said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4101674#Comment_4101674
Hopefully they finally make Nowhere to Hide aura reveal to stick on the gen. It never even make sense why it gets centered around the killer anyway. It should be killers Wiretap not I will stroll half a map and see every survivor that was not even near the gen in question or touched it.
That was the change I was hoping for but at this point I'll take the range reduction, it's better than nothing
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I think the proposed change is fine EXCEPT for it still impacting basekit hindered for certain killers, I still think that needs to be addressed.
But outside of that, the current numbers are too high and setting it at 40% takes it back down to only 10% higher than the pre-buff version which was never considered problematic, it will still have a larger range than the old version but at this point given that SB is also being nerfed I'm not super concerned about it still being an issue after this change (other than the hindered issue mentioned above). And 40% is still high enough that the perk will still be really good, just not broken anymore
