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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Neither Knight or SM have much skill expression, SM has laser-tagging but that's about it.

    Tbh the only reason I think Knight is more tolerable to face is because he isn't actually that good, he pretty much needs 2 specific addons to even function and unlike SM he doesn't just get free tracking and free Broken status all for just pressing m2. And SM gets way too much free speedboosts too, Knight's haste effect is only for placing guards and serves more as a catch-up tool and not a chase tool so it's not unhealthy. Further, Knight can't just place a guard on the go, he can do it quickly but even that split-second of having to stop and drop a guard at a loop gives survivors a chance to react and leave the loop. You can't do that nearly as much against SM because she can place drones without slowing down at all.

    But overall, while neither of them have much skill expression, Skull Merchant is A LOT stronger than Knight ever has been, which makes SM more frustrating to face because her power level is very disproportionate to the effort required to play her. I think both killers are very unhealthy for the game and both need several changes but Skull Merchant should be a bigger priority imo

  • Turrets are fine basekit and don’t need buffs. But with Emergency Helmet and Lambert’s Star Map the turrets become too ineffective. I think those addons just need to be nerfed.

  • @OrangeBear said:

    I feel the same way. He is pretty weak outside of nightfall and locker spawns make him weak in nightfall.

    To really have a chance of success as dredge you are pretty much locked into a playstyle of using Malthinker's Skull add-on and injuring everyone and then getting downs during nightfall.

    Also not sure if it's a bug but the first teleport you do in nightfall isn't sped up which affects him noticably.

    I think he needs buffs

    @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743277#Comment_3743277

    I agree, locks on lockers can be removed easily.
    But can't agree on Xeno, he won't be top 5 without turrets. Some matches against bad survivors you only see turrets in disable state after exiting tunnels and I don't feel he is that strong to be top-5. I can win a lot of time against him in some maps.
    But Singularity definately will be top-3 killer without EMPs. I did post here, where suggested to remove them, but after conversation I changed my mind. I think EMPs should be nerfed, but not removed.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743279#Comment_3743279

    I think if you started teleport in "day", it won't speed up.
    I don't even consider him as hit and run killer anymore tbh, with Sloppy and 3 gen nerfs, he can't keep up with temp of the game anymore.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743284#Comment_3743284

    If they not gonna do anything about lockers spawn, maybe teleports to chests isn't bad idea tbh. Giggling while thinking about possible animation.

    Regarding slower teleport speed at the start of nightfall: This happens because there is a 3 second transition period between daytime and nightfall where most of the benefits of nightfall haven’t gone into effect yet. If you begin your teleport during this 3 seconds, you don’t get the faster teleport speed (it is still 12m/s).

    When you see the circle around survivors’ portraits turn orange, that’s when nightfall actually starts and that’s when the faster teleport speed (and faster cooldown) goes into effect. But if you start the teleport during daytime or during the transition time, it keeps the slower speed for that entire teleport.

  • It’s good with Franklin’s, but not on its own.

  • In general, when you use a toolbox to repair, it will always deplete at the same rate as your current repair speed (assuming no other perks that change efficiency). So if you have any addon (or perk) to repair faster, the toolbox will get used up faster as well (so you get the same number of charges on the generator from it but at a faster rate). This is intentional.

    And the opposite is true with repair speed penalties as well (the toolbox charges get used up more slowly, in accordance with the reduced repair speed).

    Medkits generally work the same way (ie. medkit charges are used at the same rate as the heal speed), but this gets a little messier since medkits have reduced efficiency on self-heals. But for healing teammates it would be the same (ie. you’d always use 16 charges for the heal regardless of the heal speed).

  • Yes she looks at the ground for longer than normal now. I don’t think the fatigue itself is longer, the camera just stays facing down for too long

  • The pallet break is fine as long as the party pallets also exist. Either one without the other would be too strong.

    Personally I’m just glad the bloodlust exposed down is gone, that felt really cheap last year.

  • It's pretty close. I think with Lopro he definitely is better. That addon shouldn't exist anymore

  • Imo the insta-hit does need to go but I think they should buff FOTD in some other way to make up for it

  • I don’t think killer instinct should really be used on perks. It’s a form of tracking that’s meant to be unavoidable so that killer powers involving tracking don’t get significantly hindered by aura-blocking effects, it’s not supposed to make perks uncounterable. Distortion’s effect of countering auras is completely fine in concept. The problem with Distortion is that it is basically infinite since (in most cases) its own token system doesn’t do a good enough job of limiting it. The only change it needs is an adjustment to its recharge system - and personally I think the best solution is to decrease the recharge time a little (20-25 seconds instead of 30) but have it only recharge while being chased, rather than while in the terror radius. This makes the perk a lot healthier because it puts a hard limit on how much the perk can help with avoiding interaction with the killer.

    Having said that, there is 1 killer aura reading perk that is too strong right now (or at the very least would be too strong post-Distortion nerf) and that is Nowhere to Hide (imo it needs to lose its moving range and just stay centered on the generator, the range following the killer like it does right now makes it a little too good).

    Also, putting KI on perks instead of auras would be buffing some perks that don’t need it since lockers would no longer block it.

  • So I have the same question about this then, when is the cooldown supposed to start? Is it…

    • Immediately after the slice and dice attack, or
    • After the hit/miss cooldown following the slice and dice attack?

    If it’s the former, then this change won’t do very much (at most a 1.2 second nerf basekit assuming you use the full slice and dice duration). If it’s the latter, that could be anywhere up to about a 4 second nerf (potentially a bit more than that for successful attacks.)

    I have to admit though after having some more time to play new Chucky that the current cooldown does seem a bit too fast so I don’t really have a problem with it being a bit longer. What I would really like them to do though is let Chucky turn a bit more after a scamper during slice and dice to give scamper a little more versatility, right now it’s easy for survivors to move to the sides to avoid being hit in this scenario.

  • I think the 3 worst perks for survivor are (and I'm excluding No Mither):

    • Poised (far too situational)
    • Premonition (info isn't very useful against most killers and only gives the killer's general direction)
    • Technician (perk for new players that hurts new players by giving a larger penalty, if anything it should reduce the penalty instead and probably needs something else too to make it better)

    And for killer they are:

    • Beast of Prey (bloodlust as a trigger condition is just bad unless the effect is extremely strong, which this isn't)
    • Predator (this perk is worse than bringing nothing because scratchmarks being closer together is actually bad for the killer since it makes them harder to see from far away, it needs a completely different effect)
    • Shattered Hope (should be basekit without aura reveal)
    • I'm also including a 4th perk: Septic Touch. Because yeah, this perk is just absolutely terrible. Having to be in the terror radius in order for it to work makes it way too situational. I think it should just be map-wide and be like Mindbreaker but for healing (and add in the same effect from Mindbreaker that it pauses existing exhaustion + blindness, then it would actually be a usable perk).
  • I think that's a pretty good idea for a buff. Premonition definitely needs something

  • I agree, but reduce the recharge time to 25 seconds since only recharging in chase is far more limited. But I agree with the idea in principle. Distortion is too easy to constantly maintain while avoiding the killer for most or all of the game unless it's a killer with a small terror radius or a stealth killer.

    This way, the perk is more consistent vs. all killers and in order to replenish tokens you have to engage with the killer at some point. If you don't, you'll run out.

  • Killer: Freddy

    Which pre-existing add-on to rework: Swing Chains (purple addon)

    Old effect: Survivors in the dream world have 50% louder footsteps.

    New effect: When the Nightmare completes a dream projection to a generator that is not being worked on, that generator starts to regress. The first Survivor to interact with that generator receives a difficult skill check that will not wake them up if failed.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737984#Comment_3737984

    I think you're getting Manuscript and Expired Batteries mixed up. Manuscript is the Terror Radius one.

    Anyway yeah both of those addons are really bad.

    Yeah I did mix them up lol, corrected my initial post.

  • I’d say either Expired Batteries (the SM addon) or Iridescent Videotape is the worst.

    Expired Batteries gives anything from 0.75% to 1.75% speed depending on the number of survivors tracked (but usually on the lower end). Haste is a strong effect, but not when you’re losing half your claw trap battery life for what is often less than a 1% speedboost. Personally I think her having haste in her kit at all is unhealthy and should be removed anyways, so I’d vote to rework this addon.

    Iri Videotape literally just makes Sadako an m1 killer with a lullaby and some mobility at the expense of 2 downsides, one of which is losing basically all condemn slowdown. It’s not worth it at all and even if they removed the cooldown penalty it probably still wouldn’t be very good. Maybe they could try having it reduce condemn gain on teleport to 0.5 stacks (instead of 1 stack) rather than just eliminating it entirely so it doesn’t just take all of her condemn pressure away.

    Also I agree with you that Hellshire Iron’s old effect was a lot better, they should bring it back.

    For Pinky Finger maybe they could do that invigorated players gain an action speed bonus to vaulting (both survivors and killer) and breaking (only for the killer). Either way, the current one is both bad and also impossible to balance, it’s either terrible or OP and there’s no in between.

  • As long as you perform for the full 15 seconds, yes it affects you and anyone within 16m for 90 seconds.

  • @MrMori said:

    I'm actually not opposed to it, now he can pretty much only full rev twice in a row before going into tantrum. This won't affect normal chases, but will affect chasing survivors away from someone that's hooked. Still very strange that they didn't put it in the patch notes, and even stranger that they didn't also nerf the addons that let him rev more before overheating if they really were trying to weaken his camping a bit. Maybe they were afraid of backlash. That being said, I've been having lots of fun with basekit Bubba, he feels way better now.

    It does affect normal chases though. The rev time is 2 seconds, so if you cancel more than 1 second worth of revving then you already can’t rev the chainsaw anymore. If you have any addon that increases the charge time then it’s even less forgiving.

    If they want to weaken his camping (which I would not be opposed to), this is not the right way to do it.

  • It was blocked only on the PTB when they were updating the map. They ended up reverting this and they moved the outside ramp on the right side of the house closer to the front instead (to create more distance needed to get back to the window again).

  • I was initially against it having a notification, but after seeing it more I actually think it’s ok that it has a warning. It covers a pretty large radius now and tbh it’s a better perk than I initially gave it credit for.

  • It does still play. Undetectable doesn't suppress any lullaby

  • He's just very difficult to enjoy in his current state. He's not fun to play because he is a weak D-tier killer, and he's not fun to play against either because his power is just super uninteresting. And unfortunately other than his recent indirect buff from Adrenaline being nerfed, he has not had any changes now for quite some time. He just feels forgotten. I do care about him but I have very little reason to play him in his current form because it's just not satisfying at all, it's not fun and I know the survivors I'm playing against probably aren't having fun either.

  • Bubbas who are actually good at him and know how to mindgame with the chainsaw are genuinely some of the most fun killers to play against. Chases are fun and very interactive since both sides have opportunities to make skillful plays, and there's always constant pressure because the smallest mistake can mean you go down.

    And I know this is probably an unpopular opinion but I actually enjoy facing Nurse most of the time because she is different and her gameplay is completely unique. There isn't any other killer whose counterplay is even remotely similar to hers

  • Agitation is almost always better. The 18% movement speed lets you cover more distance than Iron Grasp does and in general it makes hooking more efficient since you spend less time carrying survivors. Whereas Iron Grasp lets you travel farther than normal but doesn’t do it more quickly so it doesn’t really save you time.

    The only time I ever use Iron Grasp is if I’m using both perks for a backpack build.

  • I didn’t know this was possible, it probably shouldn’t be imo.

    The portals in general have a lot of problems atm, there’s an infinite that needs to be fixed and certain killer powers need updates to work with them properly. But I don’t think survivors should be vulnerable to grabs on them either, it should just be a hit.

  • @HolyDarky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/416353/xenomorph-turrets-are-too-oppressive-and-take-the-fun-out-of-the-killer

    In my opinion the turret counterplay is fine because Xenomorph has one of the threatening M2 in the game and that for free. She can outplay so many loops and it's very hard to react. So turrets are the real counterplay for it and it is fair that Xenomorph has to priorities the turret if she cannot down the survivor as a trait for losing the crawler mode.

    However, I agree that Xenomorph has some issues. Currently the M2 on turrets counts as a missed attack which results in the awful slowdown and that feels not right. The attack should count as a successful hit. The cooldown for M2 should also be 2.7 seconds like nearly every other M2 attack. This would make the counterplay much more fairer and Xenomorph less Add-On depending.

    Xenomorph also needs an Add-Ons pass because many of them feel rather useless, and one or two could become basekit, but this is a different story. The Controlstrations should also spawn more reliable near the generators but this is also a different story and also effects Onryo too.

    I really hope the developers will look at Xenomorph again because this is such a huge license but feels so clumsy.

    Year, the Clone Skin sucks really hard due to it's thick tail but this is something the cosmetic team doesn't really care because there are so many other weapons with a similar issue. Nevertheless many killers can chose a different weapon Xenomorph Clone not :/

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733919#Comment_3733919

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734024#Comment_3734024

    It's better to M1 the turrets because the cooldown is shorter and smoother. Hitting a turret with M2 counts as a missed attack and feels so awful. You should only M2 them if there is no other choice.

    Maybe this is a hot take, but for that first couple of weeks when the miss cooldown movement speed was 2m/s (which was also relevant for destroying turrets with the tail), the turrets really didn’t feel impactful enough on the survivor side since a destroyed turret didn't give you as much distance and you didn’t have as much time to get somewhere safer. Having to lose a significant amount of distance tail attacking the turrets makes them do something even if the killer destroys them which made Xeno feel a lot more fair imo. Before that it often felt like a destroyed turret was just a survivor timewaste and wasn’t even worth setting up, which felt terrible because they are the main counterplay item and they weren’t reliable at all. You can pretty consistently avoid losing your power if your reaction time is fast enough (unless there are multiple turrets in 1 location which rarely happens), and I think that’s fine, I don’t think Xeno should lose their power more often. I don’t get knocked out of crawler mode very often and I don’t usually use the addons that help with that either. But the slower movement speed after tail attacking a turret basically made the turrets more effective without actually increasing the frequency that they successfully remove crawler mode, which I think was a good thing.

    I agree with improving the control station spawn logic though, sometimes you get one that is just much further away from a gen than the rest and it’s annoying especially since it’s not something you can control.

  • It’s pretty strong, and might even be a little too strong. The one drawback is it doesn’t really help you against SB at all. But against most other exhaustion perks you can pretty much shut them down completely, I’ve had entire games where I don’t find out survivors had Lithe or DH until I see their perks at the end of the match because they never had a chance to use them.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734418#Comment_3734418

    Background player for a flashbang save, which is what I was talking about, was 12 meters before the update. It had an 8 m/s move speed and the flashbang had to be dropped at 1.5 seconds of the pickup animation starting. That's a 12 meter radius for flashbang + background player. So no, it was not a lot more than 12 meters. Some tiles are 16m by 16m. You're saying the killer should have almost full aura read on that entire tile because of one perk?

    Also, for your "solution," how is having to check a 12 meter radius for the item in question, to then go and waste more time moving it to the edge of the map any different than the killer checking a 12 meter radius for a survivor?

    Ok, for flashbang specifically yeah it was 12 meters. For flashlights and pallets it was more. Either way, it has nothing to do with Weave Attunement’s strength.

    Regarding finding the item to pick it up - if you were the one who dropped the item you should know where it is, if not, you can use the perk icon showing up as a gauge for where it is - at the moment it appears, you know the item is exactly 12m away from your position.

  • I don’t know what the point even is of pallets like the new tree pallet in that map (even if it wasn’t bugged). Like you can have an unsafe loop but there should still be an adequate opportunity for the survivor to win a mindgame. When the only thing the killer has to walk around is a tree that’s smaller than them, it doesn’t really leave much opportunity for interesting gameplay that isn’t just an incredibly easy hit.

  • The aura block on it definitely needs to go. I’d be fine buffing the other components of the perk if that gets removed.

  • 9C67048A-2321-4AD1-9250-776DD11F1C25.jpeg

    It’s intended

  • @jokere98 said:

    i wonder what exacty is a bug here.
    It's displaying as a buff
    or
    it's displaying at all (i hope this one is a bug)

    The patch notes stated that it is meant to have an icon on the survivors’ screen. It should be shown as a debuff though and not a buff.

  • I feel like that would be a nerf and not a QoL change. Like yeah, you get to know if a survivor is on the same floor as you, but you could also be right by them on the opposite floor only separated by a nearby staircase and never know because the perk didn't turn on with this change.

  • @Valuetown said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3734387#Comment_3734387

    I've had killers tell me that a 12 meter radius was an extreme amount of space to check when picking up a survivor in fear of a flashbang + background player save. Now it's "no big deal" when it's a 12 meter aura read for survivors. The fact that there's almost 1,812 square meters with four items (add about 453 square meters per item in the trial) that have CONSTANT aura read at all times is ridiculous. For reference, undying has a radius of 4 meters on its aura read. Either way, this combo really is an issue.

    Background Player coverage was a lot more than 12 meters. Checking a 12 meter radius before picking up is reasonable.

    But also you are comparing 2 completely different and unrelated things.

  • It's an aura reading perk that you, the survivor, have full control over once you know it's there. The game tells you your aura is being revealed by the perk. If you want, pick up the item and once you're done with it just go dump it in some corner where no one will ever go and it won't give any more aura reading value.

    Either way, this combo really isn't an issue.

  • Yeah I wasn’t a fan of that change either. I get why they want to have it in the store but they could’ve just kept it in both places

  • The Dispelling Sphere can reveal you inside a locker (which is intentional, lockers do not block killer instinct), however you are not supposed to scream inside of lockers.

    So basically, yes it's a bug, but also the killer would've found you anyway.

  • What perks was the killer using? The effect doesn’t apply to any generator that’s blocked at the moment you complete the invocation.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3733688#Comment_3733688

    No, it was overnerfed, you don’t see any iron wills in your lobby in this days

    I still see it plenty and still use it plenty myself. It’s still a good perk, it’s just not broken anymore.

  • You need to tail attack the turrets, you shouldn’t be trying to m1 them in most cases.

    Turrets are fine and imo both of those addons you mentioned are too powerful as they make the turrets far too easy to counter when combined.

  • IW is fine the way it is, It was not overnerfed.

  • I think the point is that it’s not supposed to be extremely good in chase.

    That said, it is pretty awkward and difficult to use at 4 seconds, and changing it to 3 seconds might help make it a little easier to activate while still limiting its potential in a chase. Anything below 3 seconds is too low though, and I don’t agree with the idea of making it work while performing interactions, that would make it too strong with Open-Handed since you could see the killer coming to your gen from 40 meters away.

  • @ays12151 said:

    I will put some screenshots from Wikipedia.

    1)

    https://us.v-cdn.net/6030815/uploads/RVZK60J1QNNS/image.png

    20% per second - it means it should take 5 seconds to trigger a Tantrum - not 3.

    2)

    https://us.v-cdn.net/6030815/uploads/APST1B5CT20D/image.png

    https://us.v-cdn.net/6030815/uploads/VRFDFJ8XHYY7/image.png


    Please fix it or if it's intentional - give us information about that!

    Yeah there wasn't anything about it in the patchnotes thus why I reported it, and especially with addons that increase the charge time it's very unforgiving. Hopefully it's not intended.

  • Alex's and Commodious are definitely overbuffed, Alex's doesn't have enough counterplay and Commodious is just too good at everything now, it has good repair speed, high amount of charges, and the second-best sabotage speed.

    The other toolboxes + the changes to the addons I don't think are a problem though

  • Here's videos showing the difference with Legion.

    Frenzy vault with no perks:

    https://www.youtube.com/watch?v=TURcH78v2-4

    Frenzy vault with Dark Arrogance:

    https://www.youtube.com/watch?v=RVn_Nd08h9E
  • I put together a quick video with purple chili showing that it does not increase with each charge. If it did (as in, if it was 2.7 seconds, then 2.9, and then 3.1 for the last charge), the total chainsaw time would be 8.7 seconds. As you can see here, that is not the case.

    https://www.youtube.com/watch?v=NSbZQ1EFi64
  • @hatchetChugger said:

    Bubba got a basekit buff which increases the length of his charges from 2 seconds to 2.5 seconds. He also received a basekit speed buff. As they usually do, they adjusted the addons which they made basekit. Award winning chili is now .2 seconds per charge spent. This is a flat out nerf.

    Before the patch, bubbas charge duration while running AWC was 2.5 seconds on the first charge, 3.0 seconds on the second charge, and 3.5 on the third charge. Now, its 2.7 seconds, 2.9, and 3.1. The first charge being slightly longer is hardly relevant, because a majority of your hits will be on your second or third charge. Obviously if youre just backrevving that doesn't matter though.

    Now for Slinger, he received several changes. The most notable (in my opinion) is the reduction to his stun time after his chain is broken. It was 3.0 seconds and was changed to 2.7. Cigar, the add-on that reduced stun time, has been decreased from a 1 second reduction to a .75 second reduction. Why did Bubba's add-ons receive a much bigger nerf in comparison to Slinger? And its not like slinger is a weaker killer than bubba, slinger is a very strong killer even before these basekit buffs. Anywhere from A tier to high B tier.

    Also, in a game where Billy is able to curve around an entire jungle gym at 14 m/s, why are the devs so scared to make bubba's speed add-ons stronger?? There is ZERO argument for why bubbas BEST speed add-on is only a 2% increase.

    That’s not how Bubba’s charge duration addons work though, it doesn’t stack with itself like that, it just adds the same amount of time to each charge.

    So old award-winning chili (before the buff) was just 2.5 seconds per charge for a total of 7.5 (which is the same as the new default time). Yellow chili was 2.25 seconds per charge (total 6.75).

    The maximum time with both chili addons used to be 2.75 per charge (8.25 total) and now it is 2.85 per charge (8.55 total). So the end result with both addons is still better than it was before.

  • Huntress doesn’t need any more buffs

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