sizzlingmario4
sizzlingmario4
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It was probably a nerf overall but imo it was something that needed to be done. Flashlights vs Hag used to be very strong and in some cases were too good at removing traps quickly, but at the same time if there were no flashlights in a group then traps were too difficult to counter since there was no other way to remove a trap in a key location without setting it off.
In general, I do not really feel that killer counterplay should be tied to items, the degree to which a killer's power can be countered should not be dependent upon the items survivors bring into a match when there's no guarantee anyone will bring that item. (Killer-specific items like turrets and EMPs are fine because they are always available in matches vs. that killer.)
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Didn't even think about this combo with Mint Rag, almost no one plays Hag and even when I do see a Hag, Mint Rag is super rare.
Honestly, yeah, this combo seems pretty insane. Normally I don't really have a problem with Franklins + Weave because it can be countered by picking up and/or moving the item to a corner or other place where the aura reading value is minimal. But Mint Rag in theory shuts that down completely, barring Distortion or some other aura-blocking perk that could potentially give you enough time to go in and get the item and/or remove the trap safely.
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The character select UI is still a massive downgrade and loss of functionality, even with the changes they're making from PTB. I'm baffled this is being implemented at all after how much negative feedback there was on this.
Disappointed that IW is returning to 100%, it's not balanced and buffing Stridor does not fix that problem, it's only a bandaid. This is a step backwards.
I don't think the Specialist buff really does a whole lot. It does make it much easier to use with Appraisal or chest offerings which is cool, but that's about it.
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Killer sided. They did a good job nerfing the houses and making the map a little smaller was fine. But they need to get away from this trend of using weak edge-map pallets to balance maps. They're doing the same thing to Forgotten Ruins in this next update and it really does not help survivors that much at all both because the pallets are weak and because they're on the edge of the map.
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Unfortunately, it is intended.
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I agree this should be an exception to the rule. Something that takes a full 60 seconds in basement and has the downside of being perma-Broken should not be negated just because something like Grim Embrace happened to be active at that moment.
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Its camping potential was not the only issue with it though. The basic attack cooldown reduction in 6.1.0 made STBFL's former 40% reduction at max tokens too powerful and being able to conserve stacks with special attacks on the obsession removed too much of the perk's counterplay since the obsession couldn't reduce the token count by taking hits. The nerf needed to happen and it's still a pretty good perk on most m1-oriented killers.
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She's not supposed to be good at chase. That's her main weakness.
I'd have no problem with making trap setting a little bit faster, but she should not ever be 115.
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I mean, it would not be fair for his cages to deny hook perks on one side but not the other, either it should deny both sides' perks or neither.
Imo uncaged survivors should still get base BT though, that's not a perk anymore and being able to just instantly re-down after an uncage is lame.
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You can have endurance while healthy, but it only prevents you from being downed, not from becoming injured. So if you are healthy with endurance and get hit by the killer, you just become injured like normal (and it doesn't consume the endurance). Endurance never lets you tank a hit to remain healthy.
The only time endurance comes into play while healthy is if you would otherwise be instadowned by something (ie. exposed status or a killer power). In this case, it will prevent the down, but you'll still become injured and deep wounded (whether you were healthy or injured before, the end result is the same).
(Also the build you described to get this will work, but you can do this a lot more easily by just using OTR and getting healed by a teammate.)
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Skull Merchant, because she's absolutely insufferable to face and I refuse to play a killer knowing the overwhelming majority of survivors won't have fun.
Oni, because he's just not for me. I don't have anything against him and I'm fine with facing him, I just don't enjoy using his power.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3756427#Comment_3756427
8 gen limit literally stops any of the "unhealthy" effect from all those perks
It doesn't work at all
It eventually stops it, but it would still be very powerful up until that point. 8 kicks is still a lot. The only reason I don't think it should be lower than 8 is because it would start to affect normal games too much if it were lowered.
Either way, the strongest regression effects should not be obtainable without winning chases.
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It was a major contributor to the gen-kick meta which was one of the most oppressive and unhealthy strategies for killers in years as it gave far too much free regression that didn't have to be earned by downing anyone. We do not need to bring that back or come anywhere close to doing so.
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Brine should be reworked, not buffed.
It's a bad perk right now, but it was an extremely unhealthy effect when it was good.
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Absolutely agree. This is a good QoL change for solo players.
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We really do not need to be making S tier killers even stronger.
I fully support fixing his bugs, but he does not need buffs of any kind.
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I'll take a rework next year over no rework at all. She's problematic and needs a lot of changes.
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Trinkets in the past have always converted to bloodpoints after the event ends. I don't know what the conversion rate is though.
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Eh, imo the party pallets and remote break are kinda tied to each other. Either you have both or you can't have either of them, neither are balanced on their own. I do think survivors should still be able to vault the pallet until it actually breaks though, it shouldn't just become a barrier as soon as the killer presses the button.
I definitely don't want to see last year's bloodlust expose come back, it was extremely cheap.
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I agree. There's no good reason this should exist.
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While I'd like his core gameplay of stalking survivors and tiering up to remain intact, I think he needs a bit more than just number changes. And Tombstone hopefully gets removed, Tombstone Piece is blatantly overpowered and while Judith's Tombstone is a bit more fair with its heavier downsides I still don't think it's really healthy for the game, even though it is unique.
I think tier 1, while designed primarily to hinder Myers, should be less of a hindrance than it is now, perhaps he could move at 4.4m/s in tier 1 instead of 4.2. Tier 2 is fine the way it is. Tier 3 could use some kind of additional benefit. I also don't like how much Myers can be punished for hooking survivors during tier 3 because it wastes a lot of the timer for it and I'd like to see something done to mitigate this issue.
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It can significantly hinder you at the start of frenzy, however, if you can get a hit or two it can make getting a 5-hit chain much easier since it’s hard to outlast once you have more speed. Using Mural Sketch with it also helps
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This is too strong. It’s not like Pentimento where you know where the totems are because you already cleansed them once before. Also, the counterplay is cleansing yet it makes cleansing take longer.
Maybe if it was just 10% penalty to repair and healing (and nothing else) per totem and the totem aura was visible within a short range (maybe 16 meters like Plaything) this would be more fair. But even then it would be really strong with Pentimento so it might not be balanced anyways.
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That’s not what the killswitch is for, however, I agree Springwood needs changes.
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You can’t really. It’s only good with Franklins or with addons that make survivors drop items. It’s not a good perk on its own.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748279#Comment_3748279
Oh wow, that's crazy that with over 5,100 hours on this game that I didn't know that.
I'm reading the Syringe description now and it says that the time required is modified by perks, items and add-ons that affect healing speeds.
Which perks could affect the syringe if one survivor simply taps another with the syringe, how would any perks come into play?
As always, thank you for chiming in here, you have been very helpful to me many times. Appreciate you 🙏
Any perk that affects heal speed (Botany, Coulrophobia, etc.), any bonus or penalty from the medkit (including its addons), the Mangled status effect, etc.
Basically, the syringe will take the same amount of time to complete a heal as it would if you just did the heal without the syringe.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748251#Comment_3748251
I didn't know that.
So, for example, if another teammates injected her with a Syringe from a purple med-kit you're saying it would take effect faster than if it had been a brown med-kit?
I just want to make sure I understand correctly.
That's correct.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3748171#Comment_3748171
I downed the Yui after she unhooked Mikaela but Mikaela was still hanging around trying to get a pallet save for Yui so I hit Mikaela again and she instantly went down as she never healed from her 1st hook.
I don't know about their add-ons unfortunately but a syringe would take 16 seconds, correct?
She was up incredibly fast. So fast that I turned back around to look at her running away when I saw it on the HUD instead of picking up Yui.
The syringe would be faster than 16 seconds if someone else used it on her since the medkit's healing speed bonus affects the syringe time.
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The effect is supposed to be canceled if you are downed before the heal timer is up.
Are you sure you actually downed her and she didn’t tank the hit with OTR (which she had)? If she went down and got healed out of the dying state by Second Wind then that would be a bug.
Did anyone else have a syringe that they could’ve used on her while she was downed?
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It wouldn’t make sense for Nurse since she floats and doesn’t actually walk.
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It’s fun, though probably killer sided overall. Remote break and remote hook are both very strong
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While I don’t love the idea of auto-aim on pods, I think it ultimately is probably necessary to make him more playable on controller.
My biggest concerns with these changes are the EMP nerfs since those changes don’t help him in chase nearly as much as they buff his generator control abilities.
I do like the changes to Overclock and QoL on aiming when shooting with the killer.
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Sounds like you hooked, kicked a gen, and they were already running in for the save before you even had time to leave. That's not camping at all.
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This was something I originally wanted back when most hemorrhage was still permanent until healed, but now that most hemorrhage perks and addons have a time limit I don’t think this is really warranted anymore.
Also fwiw, Solidarity already doesn’t get affected by this that much because you do not lose its heal progress to hemorrhage while it’s actively being built up (ie. for as long as you are healing the other survivor). So if you heal them and then they start healing you right away afterwards then you won’t lose that heal progress anyways.
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@YkingWarrior said:
https://us.v-cdn.net/6030815/uploads/QDWXKEO1UQKB/pxl-20240621-070153628.jpg
https://us.v-cdn.net/6030815/uploads/3GYZ7RD8XFG5/pxl-20240621-070144964.jpg
In the German Version it says: cooldown 3 Seconds, 30 Seconds survs reveal and talant active for 32 Seconds.… And the blindstat for survs is 70sec in Green, 60 sec in purple... Maybe a Translation Problem :o
Yeah, that does not look right. Probably a translation issue.
This is the correct description in English:
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Basekit, I don’t think so.
I think the cooldown addons + Lopro + Engravings do need changes. Lopro just isn’t really fair anymore with how strong he is now, and the 20% extra sprint speed from Engravings is a little too much when Overdrive is up.
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It doesn’t. The higher tiers of the perk reduce the perk’s cooldown (80/70/60 seconds) so it can be used more often.
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After you use Mettle of Man’s shield, you can only reset the perk and start accumulating protection hits again by going into the dying state.
In the meantime, after you use the shield but before you go down, your aura gets shown to the killer if you’re further than 16m away from them, so the icon stays lit up to represent this. Once you go down it will turn off and the perk will reset.
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It’s a nice change. Just bring a medkit with it and you can finish the heal in about 7 seconds.
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@Caiman said:
This guts Knight to complete uselessness, so it's a typical BHVR rework. Bet they won't fix any of his bugs either.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744718#Comment_3744718
There's always someone saying "now that they've nerfed this, they can buff something else!" and then years pass without the buffs ever happening. Stop using this as an excuse.
I’m not saying BHVR necessarily will buff him. I’m only saying he’s no longer an unhealthy design and should be buffed after the PTB if he’s too weak.
To be perfectly honest, I have no idea how strong this iteration of Knight is and won’t really have much opinion on it until we get to try the PTB.
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It sort of is consistent already, it just depends on the situation.
The general rule is:
- For things involving instant heals (like Adrenaline, Second Wind, or syringes), it counts as a health state for the purposes of the instant heal (it will prevent healing to healthy).
- For pretty much everything else (ie. activating a perk when a survivor loses a health state), being put in deep wound doesn’t count as a health state if the survivor was already injured (but it will count if they were healthy, ie. a Legion/Slinger hit on a healthy survivor counts, but on an injured survivor it doesn’t). So perks like Blood Favor, Dissolution, Remember Me, Inner Focus, Reactive Healing, etc. won’t trigger their effect. An active syringe, Second Wind, or Blood Rush timer also won’t be canceled by being put into deep wound during the charge time since that’s not considered changing health state (however, the subsequent healing effect would only mend the deep wound and would not make them healthy again).
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Overall it’s a good update. I don’t think Dragon’s Grip or Oppression will be a problem. While it’s true Oppression can bypass the anti-3-gen to a certain extent, it’s only really relevant if survivors don’t hit the skill checks or if an affected gen that wasn’t being worked on is left to regress for a long time. The previous cooldowns were very long and only allowed the perks to be used a few times per match (and even then there was no guarantee Dragon’s did anything since it still goes on cooldown if no one gets exposed).
My 2 biggest concerns from this update are Singularity and Iron Will.
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In very specific situations and maps it will still be a thing unfortunately. But this should get rid of most of it
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@AmpersandUnderscore said:
Unless it's a requirement to make the path 10m minimum distance from the knight this isn't going to do much of anything.
Players will just draw a circle on the ground at their feet that's 10m long and still shut down the loop.
While you could do that, it would still give the survivor more time to leave the loop so the strategy is still way less effective. Which is a good thing.
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Ok, well, Knight’s getting changed next update so I guess you got your wish.
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@Rudjohns said:
Also, will Scourge Hooks respawn as Scourge Hooks?
Yeah, thats the only change in this patch that I'm not okay with
Yeah I agree on that. I’m ok with the respawn but I think a respawned scourge hook in this instance should revert to a normal hook
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The important and good part is that instantly dropping guards at loops is gone.
Now that that unhealthy strategy isn’t effective, Knight can be buffed if need be. Let’s see how he is on the PTB first.
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Yea no that is not a good change, they brought back the thing that made it too strong before.
All the other perk buffs are great though, I’m excited for new Babysitter.
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I am glad they changed that addon, however I agree the new effect is very weak.
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@lettuchia said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743763#Comment_3743763
in case it's not clear I'm not really trying to suggest that they buff xeno, moreso that if they want to buff him then that's what they should do if that makes sense lol
Sorry, I could’ve worded that better. What I meant was I think turrets basekit don’t need any changes at all, but Star Map + Emergency Helmet make them too ineffective since they make them much easier to counter and allow them to be m1'd more often (instead of having to use the tail). I agree with you that (basekit) they should not remove crawler mode more often than they do now.
I think Xeno just needs those 2 addons changed + some buffs to a few of his worst addons and that’s all.
edit: oops I quoted the wrong comment and it won't let me change it, I meant to quote your reply to me
