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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • There's a delay before you can actually pick it up. While you're being hunted by a guard you can see part of the inside of the Standard flag materializing before it can be picked up and when you hear a loud horn sound that means it can be interacted with. If you run into it before that, it won't do anything.

    The delay is normally 5 seconds for Carnifex and Assassin, and 10 seconds for the Jailor, however there's also multipliers for this based on the Knight's patrol path length which can make it take up to twice as long to appear (longer patrol paths = longer wait time before the Standard can be used).

  • Overall the previous scamper/cooldown changes were a step in the right direction and overall it was actually a buff if you're good at Chucky. I just think he gets his power a little too often now. I don't want the cooldown increased to 18 seconds again though, that was way too long, just something in between would be good. My other issue with him is that Rat Poison is way too effective at eliminating mindgames and removes a lot of the skill needed to play Chucky. It turns a lot of loops into easy mode pretty much and with Distortion's upcoming nerf (which it 100% needed btw), Rat Poison is only going to get stronger.

    Having said that, I would also like to see scamper get buffed a little now that it can only be done during slice and dice, as it stands it's often very easy for survivors to just move directly to the side of a pallet/window when Chucky scampers it and in most cases it doesn't lead to a hit since Chucky can't turn enough after a scamper to do anything about that. Scamper has largely become a part of his kit that just exists and doesn't really do anything most games.

  • None of Freddy's perks are very strong overall, but I'm going with Blood Warden because it has the most impact on the game overall. @VolantConch1719 pretty much beat me to it already, but the threat that is created by Blood Warden existing in the game is stronger than Blood Warden itself. That threat routinely contributes to survivors going out of their way to leave doors at 99% and such, which can occasionally get people killed even when the killer isn't using the perk.

    Remember Me would be a bit better if they just removed the obsession being immune to it.

  • I don't think this is unfair at all. It's a benefit of using Enduring, the stun cancels the hit cooldown and the shorter stun means she can't vault back in time. Nothing wrong with it

  • I wish you could sell back unwanted stuff for like half price or something

  • Having a smaller TR than survivors expect can REALLY throw them off.

    (Also Overwhelming Presence is garbage-tier)

  • The hatch only appears when there is 1 survivor left in the trial.

    Years ago, it could spawn with multiple survivors remaining but it doesn't work that way anymore.

  • He just needs a slightly longer cooldown and Rat Poison should be removed. That's all. He doesn't need major changes.

  • No, since Ruin doesn't cause any immediate loss of generator progress (it only starts gradual regression) it does not count towards the regression event system.

  • Because 2.7 seconds wasn't long enough for survivors to have a fair chance at kicking him after he downed someone. It was way too easy to avoid

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803260#Comment_3803260

    If both survivors have Deja vu, do the Deja Vu perks stack unlike Prove Thyself?

    If 2 survivors both were using Deja Vu, they'd each get 6% bonus from their own instance of the perk. Deja Vu never gives a bonus to anyone other than the perk owner.

  • @CountOfTheFog said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3803244#Comment_3803244

    I'm still confused on the debuff.

    If two people are working on a single gen with no gen perks the bar is red.

    However, the gen will get repaired quicker, correct? Less than the usual 90 seconds if a solo Survivor did it? It certainly feels faster.

    Your progress bar color only takes into account your individual repair speed, and not anyone else you're cooperating with.

    If you're doing a gen with a teammate, your individual repair speed is 0.85c/s (assuming no perks), so the progress bar is red. But the combined repair speed with your teammate is 0.85 * 2 = 1.7c/s, so the gen is still completed faster than if you had done it by yourself.

  • Eruption and Circle of Healing

  • Had that 75% gen been blocked by Deadlock at the moment you hooked him on the scourge hook? If that gen was blocked and no other gen had any progress then Pain Resonance will not trigger (since it can't hit the blocked gen and therefore there's nothing available for it to damage).

  • I still think Plague's iri addons could stand to be toned down. Basekit I think she's fine

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801386#Comment_3801386

    I really don‘t like that you will have to pair it with pain res to make it work, especially since pain res is strong enough and the change should not be a buff to it.

    I agree. I've never been a huge fan of the PR + DMS combo. In general I think having to get off generators pre-emptively like that to try to avoid a block is just awkward and bad gameplay

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801384#Comment_3801384

    i think all mangled effects are pretty much worthless except gift of pain. if we assume that every survivor is on a hook for 35 second and if we account that every killer takes 12 second to get to a hook, this add-on will expire before survivor even get unhooked.

    if we consider sloppy butcher which is 90 seconds, a survivor that is unhooked will only need wait ~45 second to heal themselves to entirely negate the perk. that is way too short and well easy to way out.

    Scourge: gift of pain is only viable mangled option because its mangled effect triggers AFTER you get unhooked and it lasts whole 90 second after being unhooked. this ensures that survivor cannot avoid its effect and even they do heal. they still suffer 16% penalty. the downside of this perk is that you need run agitation to get to the hooks because you want this perk trigger every single time so putting mangled into your build as killer is twice as expensive.

    any mangled effect that isn't 120 second duration = worthless.

    Eh, I think Sloppy is actually still pretty decent, that extra 20 seconds it has over most of the 70-second addons often makes the difference between it running out on the hook or not, and basic attacks is an easy enough trigger condition. Yeah, some survivors will wait the ~45 seconds after getting unhooked to heal, but not all of them will so it's still going to help sometimes.

    But yes that is one of the major reasons why Dragontooth Dagger is a bad addon, more often than not it will be gone before you get off the hook and it won't do anything.

  • I think it's just not a good mode unfortunately. I respect their attempt at fixing it and I do think it's more balanced than it was last time, but it's still just not very fun. Having to constantly be alert every game against killers who weren't originally designed to have constant stealth just isn't very interesting. I already stopped playing it, I couldn't force myself to complete the event tome.

    Super excited for Chaos Shuffle to come back though

  • It could work as a hex tbh.

    I kinda agree DMS was a problem perk and something needed to change with it but I don't know how useful it will be with only blocking 1 gen at a time even with the duration increase. Technically it's probably buffed with the Pain Res combo though

  • @LatexT said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3801123#Comment_3801123

    But that doesn't respect the design of all other mangled addons. Killers have varying strengths and abilities, but all addons designed until that update scaled with the rarity (which is what they wanted in the first place). Dredge has an 80 seconds very rare that also gives blindness, slinger has a 60 seconds uncommon on reel hits, Chucky has a very rare 80 seconds on power hit.

    There is no actual reason for Vecna to have a weaker addon. It just defies their own logic.

    Having all of them have consistent durations based on the addon rarity was never the best idea to begin with because it assumes that all of those addons are equal in strength based on their rarity which is just not the case.

    Mangled addons like the ones for Wraith (surprise attack = mangled), Huntress (hatchet hit inflicts mangled), and Nurse (blink hit inflicts mangled) for example are all still pretty good even after the nerf because they're easy to apply and can be applied often. Whereas addons like Trapper's (traps inflict mangled) and Pig's (putting a RBT on a survivor makes them mangled) are a lot weaker because they're far more situational, yet they all have similar timers so those more situational addons just end up being a lot more difficult to get any value from and aren't really worth running. Whereas Nurse's mangled addon is still one of her most popular addons, probably half the Nurses I go against are using it.

    Having said that, I agree that Dragontooth Dagger being only 45 seconds is not really appropriate especially for a purple addon, really any mangled effect that is less than 60 seconds is not going to get much value, if any.

  • Nurse's Calling by far. Stridor is bad and Thana is only good on Plague, no one else (I don't even think it's worth it on Legion anymore tbh)

  • @Backmon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797225#Comment_3797225

    The problem is UVX can feel more clunky even than now. And his teleport is already good. Thats what im talking they buff strong part of his kit and nerf a "situational" part of his kit . Lets hope imroved visual would be actually helpfull

    Yeah, I agree with that. I don't think UVX needed any nerfs.

  • Yeah most of these are really good changes. I'm impressed. New Blood Rush is interesting, Distortion got a needed change, Teamwork perks might actually be usable now, the new Genetic Limits and Leverage sound cool.

    I think the only one I didn't like was Blood Echo, I don't think it was strong enough to warrant reducing the duration, and removing the cooldown only matters if you actually get another hook within 60 seconds. Overall I think it's probably sidegraded or slightly worse than before.

    I also think Lucky Star is probably still a bit too awkward to reliably use. 30 seconds of no blood is good but only if you preemptively activate it, it's not like you can really do it in most cases if you are already being chased. And it no longer has the aura-reveal part which makes it worse.

  • Ok well my vote aged poorly, Predator will be his best perk now after the next update

  • I'm completely okay with Vanishing Box being nerfed, they either could've nerfed it like they are or they could've made it more expensive (make it a purple addon and move Homemade Mask down to green maybe?). It was a little too powerful for a green addon. A lot of his other weaker addons need some changes too though.

    I'm not sure I'm a fan of the charge movement speed change, we'll have to see how it is on the PTB but I didn't feel like there was anything wrong with it especially since being able to tap your power to delay hallucination spawns is a pretty important part of his kit.

    Blurry Photo becoming partial-basekit is good.

  • Yes, it is a pretty harsh nerf.

    Considering she is the most obnoxious killer in the game and didn't have nearly enough counterplay, I think she completely deserved all of these changes.

    Ideally, I'd like for her to get another rework but until that happens her power level needs to be brought down significantly.

  • To be fair, 5 seconds of 20% hinder would've been pretty insane. The only reason it was ok before was because the slowdown itself wasn't as strong as it was supposed to be.

  • I'd say Agitation is the best overall and it can fit into most builds pretty well, but Brutal is fine too and in certain builds might be better than Agitation. Unnerving Presence is just bad though

  • It does not.

    Lethal does work with Object because it extends the killer's aura reading on you from 3 seconds (which is timed) to 5 seconds. Since the killer can see you for 5 seconds, you then also see them for 5 seconds as well.

    But you seeing the killer is not tied to any timer, it's only tied to however long the killer is able to see you. Since there technically is no set duration in this case, Eyes of Belmont does not extend it.

    I believe this is the full list of perks Eyes of Belmont can interact with:

    • Alert
    • Babysitter
    • Breakdown (its secondary effect)
    • Dark Sense
    • Eyes of Belmont (its other effect)
    • Fogwise
    • Hardened
    • Inner Focus
    • Scene Partner
    • Strength in Shadows (its secondary effect)
    • Troubleshooter
    • Wicked (its secondary effect)
    • Rancor (when the Killer's aura is shown to you after a gen is completed)
  • The 10-second duration is not the problem with Distortion. While reducing the duration to 6 seconds as you suggested would make it burn through tokens more quickly in some cases, it would be a more inconsistent solution than just nerfing the recharge system, as shortening the duration would only really be a nerf against aura perks that last longer than 6 seconds (and many of them don't). Ironically, the perk that would benefit the most from this is probably Gearhead, which just so happens to be the aura perk that is the best at countering Distortion as it is since it can activate multiple times in quick succession and is able to actually keep up with Distortion's recharge system, and allowing it to instead consistently take 2 tokens per activation would be excessive. Any combination of aura reading perks with shorter durations would still be countered as much as they are right now, and for those perks Distortion would remain just as strong as it currently is and that's not ideal at all.

    Keeping the 10 second duration the same and nerfing the recharge system would be a much better approach because that nerfs it equally across most aura reading. There isn't a whole lot that lasts longer than 10 seconds. The specific change I want to see is to change the recharge system to gain tokens while being chased by the killer, rather than it being based on the TR. That way, you are forced to interact with the killer to regain tokens and can't just stealth a majority of the game. And encouraging survivor vs. killer interaction is a good thing + this will also make Distortion a little more consistent against killers who are undetectable very often. If that ends up making it too situational, the actual recharge time could also be shortened a tiny bit to compensate, but it would still make the perk a lot healthier than it is now.

    As for the scratchmarks being hidden, I'm indifferent as to whether that gets removed or not, it's not really the important part of the perk.

  • It's a terrible perk that's impossible to buff because its core design is problematic.

  • Anything that produces a loud noise can attract zombies. It's why Discordance is a popular pick on Nemesis

  • Dredge probably wouldn't be a good addition because Nightfall combined with any long-range attack killer (like Huntress) would be unfair. You can just get sniped by a hatchet 24+ meters away and the survivor would have no way to know which direction the Huntress is coming from. In general, it would probably make a lot of killers' abilities too difficult to counter.

    @SoGo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3781790#Comment_3781790

    Agree with that. How can you even make her RBTs work with 2v8?

    You'd probably have to add more jigsaw boxes but still limit the searches to 4. If there were still 5 boxes with 2 killers then that would bring back the exact same problem she used to have where you could make a jigsaw box totally inaccessible to guarantee death, since with 2 killers you can block 2 boxes.

    Beyond that, I think it'd be appropriate to give her more traps as well, since the effect 4 traps has on a survivor team's efficiency is a lot greater when there's only 4 survivors as opposed to 8. Basically, having the same 4 traps would end up being less effective than normal since there would be 4 other survivors who never have to deal with it at all.

  • It is probably the unhealthiest killer perk in the game. Needs a full on rework, there is genuinely zero reason for it to exist. Same with Boil Over

  • Pentimento is not a problematic perk at all. It has very clear counterplay and you already know exactly where the totems are. The debuff needs to be big enough that it's worth the survivor's time to go get rid of it especially considering it often isn't active until later in the game.

  • I feel like that would be really difficult to balance and keep interesting for more than a day or two. Chucky is evidence of how much of an advantage 3rd person perspective would be to killers, adding 1st person survivor perspective on top of that I just can't picture that being fun for survivor at all. A lot of loops in the game just wouldn't work very well for it because they weren't designed with that in mind. Maybe it could work with specially designed loops and tiles specifically for the modifier, but that's probably not worth the time investment.

  • @Langweilig said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3785312#Comment_3785312

    I agree with the 9% speed increase is too much and big problem with skull merchant.

    What do you think about ghost face/xeno in power and Myers in tier 3 (not with tombstone). Those are some where it would be limited and it would make sense and it would only be 2.5%.

    I would not agree with Xeno and Ghostface getting that. You can already pull off some pretty sneaky mindgames with crouching at loops as GF that a lot of killers can't do and in general you shouldn't really be chasing a whole lot with him anyway, it's not the best way to use his power. Xeno in power is already strong as it is.

    Myers definitely needs some attention but I feel like there are more interesting ways they could buff him than just handing him MFT in tier 3. Though I do agree that tier 3 should be more threatening and/or could use something extra (he also needs his early game to be less of a hindrance, such as by reducing the stalk needed to get out of tier 1 and making tier 1 speed 4.4m/s instead of 4.2).

  • Nah. Skull Merchant basically already gets that and it's one of the biggest problems with her kit. I think conditional haste like Singularity's and Knight's is alright if there's a really good reason to have it (which there is for those 2 killers) but it's not something that should be active for a majority of the match (or even half the match). There are much better ways to buff the weaker killers that don't involve increasing their base speed.

    Waterlogged Shoe Hag only gets a pass because it's an iri addon that makes her power significantly worse (ie. it comes with a major drawback).

  • Because the buff from PTB never should've happened in the first place. While it's true that there was also a bug during that first couple of weeks which made you not lose any distance sometimes, it didn't always happen and even when the bug did not occur the buff made missing the tail attack too forgiving for the killer. Given how quick Xeno's tail attack is and how little time survivors have to react, you should be punished if you miss it.

    The current 1.2m/s speed for that cooldown is fine.

  • Medusa's Hair might legitimately be the worst purple addon in the game. 10 seconds of blindness is worthless

  • I don't think he really needs a lot of changes. Only things I would really want to see are making him not break his own chains when walking through them and also getting rid of the Original Pain addon.

  • I'm expecting a minor nerf, he can definitely afford it. Lopro needs to go for sure.

    Definitely agree they should change/rework those overdrive-decay addons, they're all worthless since you can stop it from decaying by just charging the chainsaw briefly.

    I don't want them to nerf his curving though. Just make overdrive a little less common and that's probably enough, maybe 40m terror radius would be fair too.

  • Looks like a decent roadmap overall. Skull Merchant getting changes sooner than expected is a nice surprise.

  • Honestly, basekit UB would probably be fine in this mode.

    It's a horrible idea for the regular mode, but when you don't have to spend time hooking anyone and can't get flashlight/pallet saved, there's really not much reason to slug.

  • It should show your aura in a different color so it's more obvious.

    Hiding the aura entirely would be bad if you have good teammates who are actually paying attention, because then they won't know which area to avoid in chase so that they don't sandbag you on accident.

  • It made a difference, yeah, because no one runs it anymore.

    I'm glad it got changed, it needed a nerf. But now it kinda sucks.

  • Agreed. I mentioned this on the PTB too but nothing happened to it.

    It's just way too strong in general, not only for the tunneling aspect but also as a game-delay tool.

  • The Swamp realm is disabled right now because of a bug. So the offering will not work.

  • That cooldown change is so bad. The way it worked on the PTB was the way it should work. Having 1 global cooldown for all guards just encourages using the same guard over and over (since the cooldown for using the same guard is shorter than PTB) but makes him feel way more clunky at the same time (since the cooldown for using a guard at all is longer than it was before).

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