sizzlingmario4
sizzlingmario4
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It’s at least not a joke perk anymore. 120 seconds was just not practical at all
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732708#Comment_3732708
Dark Arrogance would probably pair well with Bamboozle if the vault speed increase stacks.
It does stack
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Weave Attunement literally warns survivors their aura is being revealed. I don’t think that should be a thing.
Languid Touch is a good perk.
Dark Arrogance is okay since they buffed it to 25%, that gives it enough situations where it can be worth over Bamboozle (though Bamboozle is probably still better on most killers). I don’t think the longer stun/blind is a big deal.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732555#Comment_3732555
I have been playing Vecna for the entire day but i did read patch notes. I misunderstood patch notes then. Does that mean that his green yard stick add-on no longer gives aura reading for window vaulting? in any case, Chucky's change idea is good but his execution is poor. the number balancing for S&D and Scamper needs number tuning.
I can confirm the Yardstick addon only works if scampering a window or pallet during slice and dice. Vaulting a window in hidey-ho without using slice and dice does not trigger the aura reveal anymore.
Rat Poison is probably better in most cases.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3732378#Comment_3732378
it is a bug because they changed rules for hide oh which is that you cannot vault without using slice & dice. you have to cancel hide-oh then vault. The real issue is that slice&dice scamper is ineffective until something is changed.
You can still do a regular window vault during hidey-ho now. But it’s not silent anymore and it takes the regular 1.7s.
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Ok, this might actually push it to being an overall nerf rather than an overall buff like it was on the PTB.
I don’t think the 1.4s window scamper without slice and dice was really a problem and it could probably be brought back (but I would keep it at 1.4s and not give it the buff to 1.3). And if anything scamper during slice and dice could probably be sped up a little more than it already was and/or give him a bit better turning after scamper during slice and dice.
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Tbh it feels like Mage Hand is way too strong and most everything else is still kinda underwhelming. The Fly spell is probably fine now, but Dispelling Sphere and Flight of the Damned still leave something to be desired.
But when I played this killer and I used Mage Hand it resulted in an uncounterable free hit more often than not. On the PTB it usually felt more like a true 50/50 where survivors had a chance to counter it or win a mindgame, now that’s just kinda gone in a lot of situations unless you already have a lot of distance on the killer since he can maintain survivor running speed while charging it and is only barely slower than survivors for a moment after using it. The buffed movement speeds are fine for the other spells, but not for this one.
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The stun time is very bugged, against Spirit it's way shorter than intended and against other killers it's actually longer than intended.
Here is a video with Clown where the stun seems to be around 5 seconds which is also incorrect (since it's now supposed to be 4 seconds).
https://www.youtube.com/watch?v=-d0ugkuxBS4 -
I think he does need the 40m, yes. His power can quickly cover a lot of distance and I’m not sure the 32m would give survivors adequate warning. The Coulrophobia + Sloppy + Distressing build is a little annoying to face, yeah, but it’s a little more manageable now that Sloppy is on a timer.
Maybe hot take, but if anything I think Billy’s TR should be 40m now too (or at least during overdrive), for the same reasons.
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I would love to see map offerings just not exist in general, but if they’re here to stay then yes successfully blocking a map with a sacrificial ward should 100% guarantee that map doesn’t appear.
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I disagree that his skill ceiling is too high. He does have a high skill ceiling, but that isn’t a bad thing and it’s not to a degree where it’s too difficult to learn. You have to put a considerable amount of time and practice into him, but he’s a strong killer if you do. Also, EMPs are fine. If you nerf EMPs, this won’t help him in chase as much as it would primarily make his pods better at holding generators which isn’t a good thing, and EMPs being as powerful as they are is the only thing that prevents this from being too oppressive, even with the anti-3-gen.
His primary issues are:
-Over-reliance on the Soma Photo addon; there is too much power in the addon compared to his basekit, he feels a lot better to play with it compared to without.
-Some QoL issues with pod placement, such as when you are aiming at a surface and a pod placement gets rejected when it seems like it should be a valid location but isn’t, this happens way too often.
-Too difficult to use power on certain indoor maps (something which is unfortunately very difficult to fix and might not be fixable at all).
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I understand and agree with your concern, however I feel like this ultimately is a bandaid to the bigger issue which is perk balance itself. Players would not use the same small selection of perks as much as they do if there wasn’t a clearly defined set of meta perks that were more powerful than all the other options (and provided that the other options were also useful; there are a lot of bad perks that need buffs or reworks). Having to spend BP to re-level up perks more quickly would probably end up punishing newer players the most (who not only don’t have as many perks unlocked, thus making it harder to avoid using the same perks, but also need BP more than players with thousands of hours who have everything unlocked or at least everything they are interested in).
I absolutely agree with the idea that Chaos Shuffle has highlighted this problem though and I would love to see more perk variety on both sides, as I think it would make the game a lot more fun and less repetitive. This modifier has been the most fun I’ve had with this game in a really long time.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731538#Comment_3731538
I'd say perk probably need a bit of buff. Maybe lower duration on action speed penalty to 15 seconds and 5→4 skill checks like PTB.
Another perk that was nerfed before release was Parental Guidance. The duration in the PTB was 10 seconds and it got nerfed to 5/6/7 seconds because somehow this perk was going to be game-breaking. Stun a killer to lose scratch marks for few seconds.
Yeah Parental Guidance is definitely a bit underwhelming at 7 seconds. It’s not bad, but it could be better without being too strong
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@Devil_hit11 said:
otz said this will be an S-tier perk.
That was before they nerfed it.
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I’ll still use it but not as much. Pop was never my favorite regression perk to use anyway, I usually prefer slowdowns that don’t require me to kick gens (Surge, Pain Res, Corrupt are probably the ones I use the most)
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Hmm…
Hard to choose between Dwight and Steve.
For killer I’d say Wraith.
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@parilo said:
it doesnt say that in that perk it should say conspicuous action then shouldn’t it?
It’s a thing for Endurance in general, not just OTR.
Even if you lose the endurance, your aura and grunts of pain are still hidden for OTR’s full duration, so the perk icon won’t turn off (as long as the exits aren’t powered).
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All sources of Endurance (including OTR) get canceled by any conspicuous action, which includes repairing a generator. OTR’s two other effects will continue to work though.
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@Rulebreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730909#Comment_3730909
Deliverance is so fine that I want to stop using Devour Hope or other perks that incentivize splitting hooks, and just run Corrupt, Deadlock, Pain Res and Ruin/No Way Out, and tunnel the ######### out of the first survivor every single match, so it's a 3 vs 1 ASAP, I don't eat the 2/3 Deliverances that might potentially be there in a team, as well as other perks that don't take effect if you do the "NASTLY GROSS TUNNEL" strat.
That's so fun and fine right?
1 Deliverance is fine, 2/3 OF THEM ARE NOT.
There needs to be a limit to how the mechanic works, because 2 of them in a match already is something the killer hardly recovers from.
Apologies, we missed the second part (or was edited in).
How do you get 3 deliverance uses? Survivor 1 hooked and rescued by 2. 1 gets hooked again and 3 rescues. 1 gets hooked again and dies. Survivor 1 gets hooked and uses it. 2 gets hooked and uses it. 4 CAN'T use it cause no safe rescue for them… are we missing something? Wicked would theoretically do as described...if each was hooked first time in basement.
Most can actually recover from this because they're broken and had a hook state removed. They're easier prey, have to play safer, or if you think they got a bunch of anti tunnel perks are in play, go find another as if they want to keep them active that survivor has to do nothing for a minute or lose em.
3 uses is very unlikely, but theoretically possible if:
Survivor 1 gets hooked and rescued by survivor 2.
Survivor 1 gets hooked again and rescued by survivor 3.
Survivors 2 and 3 get hooked and both use Deliverance.
Either survivor 2 or 3 gets hooked a second time and rescued by survivor 4.
Survivor 4 gets hooked and uses Deliverance.
(I disagree with the OP that Deliverance is too strong though, I think it’s fine.)
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Floods isn’t supposed to be countered by self-unhooks and there was a bugfix patch note saying that was fixed at some point. So if that’s still happening then do a bug report because that’s not intended.
As for MYC, there’s no way it can really work with self-unhooks, it exposes the rescuer and there is no rescuer in this case.
Devour Hope I think it’s fine that it doesn’t work with self-unhooks, it’s already a strong perk that can single-handedly win a game and does not really need to be buffed.
edit: found the relevant patch notes for floods of rage, it was patch 7.6.1
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I usually do my dailies first then it’s just whoever I feel like unless I have a tome challenge for a certain killer (only new challenges, I finished all of the old ones). I’ll usually play a few different killers per session, I rarely play the same killer for more than 3 consecutive games or so.
And in general I usually only play killer when there’s bonus BP for killer, otherwise I’m much more likely to be on survivor.
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No it only applies to the basekit Undetectable, it doesn’t work with perks
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This perk should’ve been reworked ages ago.
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I feel mostly the same way. I’m a bit worried Mage Hand is gonna be too strong and lead to too many unavoidable hits, IF you don’t have the item that counters it. And on the other hand, the item that counters it is by far the strongest one (other than the Vecna items). On the PTB when playing survivor I always chose the item that countered Mage Hand over any of the other ones if I was able to find it. If anything I think both the Mage Hand itself and the item that counters Mage Hand may need to be toned down.
But everything else seems to be pretty good changes, the spell cooldowns being lower is good and Dispelling Sphere definitely didn’t need to slow down Vecna nearly as much as it did on the PTB. I’m not sure how Flight of the Damned will be now, it can still be crouched but Vecna doesn’t lose as much distance for using it so it might be harder to crouch it without just giving up an m1. We’ll see.
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@Marioneo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3730615#Comment_3730615
Terrible change just like you ignored Flights of the damned being crouchable
And why is it terrible, exactly? It led to free hits that didn’t have enough counterplay, overall with the cooldown reduction the Chucky changes are a buff if you are good at playing him.
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@Xernoton said:
Doesn't Still Sight work when you're working on a gen as well? I don't think it will be as strong as old OoO but the ability to gain aura vision on the killer almost on command should not be underestimated. Especially, if you combine it with Open Handed and increase the range to 40 metres. That's a lot.
It doesn't work while you're doing any objective yourself.
It does work while you're being healed by someone else though.
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Remove them, they are too much of an advantage. Some maps are badly unbalanced, but even if maps were better balanced, some maps will always be better for certain builds and it feels terrible to play against on both sides when you know it wasn’t random. It makes you feel like you lost the game before it even started.
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It’s a bug
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I don’t think this will really be an issue since you need to stop and do nothing at all for 4 seconds before it works. If it worked while doing an objective or while moving it’d be busted, but that’s not the case.
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I’m primarily a solo queue player, survivor is my preferred role most of the time (even though I play killer too) and there aren’t a lot of people I usually play with. And I also enjoy the challenge that solo queue can offer.
I’d say my overall playtime is around 10% SWF, 50% solo queue, 40% killer.
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The only change I would make is make him not break his own chains.
And rework Original Pain, that addon needs to go.
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Absolutely. While I'd actually disagree regarding Spies (I think that perk is underrated and is fine as it is), there are several general perks on both sides that are bad. New players already don't have a ton of options and a lot of the options that do exist are rather underwhelming. While new players' selection of general perks temporarily got better for a little while when the Stranger Things perks became general perks, that has since been reversed. So having some new ones again might help this issue.
Additionally, these already existing general perks all come to mind as needing some help:
- Dark Sense (not bad, but not great either)
- Premonition (really bad)
- Slippery Meat (really bad unless you have 4 stack Up the Ante and luck offerings)
- Spine Chill (really bad)
- This is Not Happening (pretty bad and outclassed by Resilience)
- Distressing (only good on certain builds, can also be a trap for new players who don't understand why a larger terror radius isn't always good)
- Insidious (really bad and mostly only used for camping, should just be reworked tbh)
- Iron Grasp (not bad, but outclassed by Agitation, a perk which belongs to a free killer that new players have access to)
- Shattered Hope (extremely niche and not worth a perk slot)
- Unrelenting (really bad)
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I didn't even realize until yesterday that the release was Monday and not Tuesday.
But yeah usually those dev update posts come late in the week before release, so maybe tomorrow or Friday.
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This can also happen on other maps as well, I've been hit from the opposite floor by a zombie that was at the bottom of the Ormond building while I was running along the outside area on the 2nd floor (on the part where there is a gap in the railing and you can jump off the building).
But the RPD example seems to be the most commonly occurring example since the zombie actually gets stuck below that hole.
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@ecliptikk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729863#Comment_3729863
What makes The Game so bad? just out of curiosity because i like The Game as a killer main and i still like it when i play survivor, so it intrigues me why it's so hated on. i can see how people think it's killer biased, because when push comes to shove it is. However, i don't see why this makes it such an awful map to people.
Primarily because of its high amount of safe pallets that m1 killers have to just instantly break. Killers with powers that can hit over or through pallets can do fine on that map, but for those that can't do that it's a really boring map that doesn't allow much skill expression in chase on either side.
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Well to start, The Game is an awful map.
For the rest of the indoor maps, I'd say generally it depends on the killer. I usually enjoy indoor maps if they don't significantly hinder the killer's power. And I'm the rare survivor that loves Midwich, it's genuinely one of my favorite maps. I know this is probably a hot take but I don't even think RPD is that bad anymore now that it's split in half and we have anti-3-gen. (Original RPD was terrible though.)
But if you are a killer that can't use their power very effectively on an indoor map, or if you get sent to an indoor map as survivor by a killer with some specific build that's oppressive on an indoor map, yeah that's usually not very fun.
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It depends. I love playing Singularity, I find him very rewarding to do well with personally even though he is hard to play. When he was new I originally thought he wasn’t even that good until I realized how powerful he can be if you put enough time into him.
With Unknown I have to be more in the mood to play him since you have a lot less room for error and missing a single shot is often enough for survivors to get rid of their weakness and then you need 2 more hits, it’s a major setback if you miss. I won’t usually play him for more than 1-2 games at a time.
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@ecliptikk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729716#Comment_3729716
i didn't think about that, do you think that replacing Trail for Undying could be worth it? Either that or maybe tinkerer i thought could work.
You can use Undying, as long as you’re okay with the risk that you might quickly lose 2 perks. Ruin is also nowhere near as strong as it used to be and it’s debatable whether it’s worth devoting 2 perks to it. (On most killers I would say that it’s not worth using Undying to protect Ruin anymore, but that’s just my opinion.)
The other build mentioned in the other post is also good too!
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Imo No Mither should just not appear in chaos shuffle at all. I’m fine with it existing as a hard mode perk, but it’s too detrimental to feel fair when given out randomly.
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Ruin and Trail of Torment have anti-synergy with each other since Trail requires you to kick generators and Ruin makes that impossible as long as it’s up. So I’d switch out either Ruin or Trail for something else.
Otherwise that’s a decent build, I’m All Ears is particularly good on him.
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There’s definitely something wrong with them. Sometimes they are just inconsistent and/or have noticeable gaps when the survivor never stopped running. It’s almost like Lightweight but without actually having Lightweight.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729214#Comment_3729214
But you are forgetting the big difference here. She doesn't lose movement speed because she ultimately is still an m1 killer.
Also, her drone is not that much of a threat. You leave the loop with her, and she hits you, now you get yourself to killer shack. What happens. She drops a drone? Ok, just keep looping. The hindered isn't enough for you to not be able to get away.
Her being an m1 killer does not mean that her power is good design.
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So first thing: Scavenger in chaos shuffle if you weren't planning for it and didn't bring a toolbox into the game with you, is not a good perk. It is generally not worth using its built-in rummage feature to get a toolbox, you will spend more time doing that than the benefit you'll get from the perk in most cases.
The way to use Scavenger is to bring a toolbox into the match, use it, then get 4 great skill checks, and then try not to hit the 5th one until a time where the generator debuff won't hurt you because you have something else to do. Maybe you need to go save a teammate or heal someone, or do a totem (I like to use it with CoH which gives me something else to do for a little bit during the 30 second penalty). Or hit it when you're right about to finish the generator and will have to spend time running to another one. You don't want to just eat the 50% slowdown if you have nothing else better you can be doing during that time (and this is also why I do not recommend trying to run Stakeout with this perk, because while it may help you get the great skill checks, it will often end up forcing one at a bad time).
Overall, BTL is stronger and easier to use, especially if you can use it while you needed to hide from the killer anyway. Scavenger is harder to use, but can be situationally better since you don't ever have to sit and do nothing.
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I mean normally when they buff a killer's basekit they often nerf the associated addons, but in this case I'll agree it was unnecessary. Reeling speed addons already weren't that good (and the basekit buff to reeling speed is also not that significant).
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729084#Comment_3729084
My question is why? What makes her unfun to play against currently? She drops a drone at a loop and you can either leave it or not. So she's a "leave the loop" kind of killer.
How is that any different than.
- Trapper
- Hag
- Clown
- Artist
- Dredge
- Knight
- Singularity (when you don't have emp)
It’s different because:
Trapper, Hag, and Knight all have to stop moving in order to do it, giving you time to reach another loop.
Artist and Dredge slow themselves down, giving you an opportunity to reach another loop, or if you can’t, you usually still have a chance to win a mindgame, even if you are at a disadvantage. If you have to, you can usually still try to juke Artist’s crow if you have no other option (or run into it without it hitting you to take a swarm and not get hit by it). It’s not an ideal situation for the survivor, but it’s not a guaranteed hit either.
Singularity doesn’t slow down to place a pod but has to stop moving to actually look through it. And even if you get slipstreamed that does not automatically translate to an injure, there is still more counterplay beyond that.
Whereas Skull Merchant can quickly place a drone while maintaining full movement speed. If you leave the loop to avoid a drone, you’re likely just giving her an m1, especially if she’s 3% faster which she often will be. If you instead try to use loops where drones have been disabled, this doesn’t help you because it can just be recalled and replaced.
Now granted, the old Skull Merchant could also do this, but there were 2 key differences: Lock On wasn’t permanent (it regressed over time), AND it wasn’t an automatic injure, it just made you exposed. So in that sense, it was more tolerable because she still needed to actually hit you in order to do any damage, she couldn’t get any injure passively. If you got locked on but then didn’t get hit, then you were still healthy and she didn’t gain anything.
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Because she’s still absolutely miserable to face, just not for the same reasons as before. Imo she has way too much in her kit for how easy she is to play and constant passively gained speedboosts are never fun to play against.
I don't dislike her because of her previous power, her previous power isn't relevant anymore. I dislike her because of what her power is right now.
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I think it’d defeat too much of the point of it basically being a third healthstate if it didn’t give a speedboost, especially since there’s a hard limit on how many times infection can be removed.
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No, it’s outdated. At best it creates a minor inconvenience for the killer, at worst it creates hook deadzones that lead to bleedouts and a huge waste of time for both sides.
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@Rokku_Rorru said:
Is it useable on the stairs currently?
If you go down far enough and they're on the front hook I think so, but not from the top of the stairs. I'm not sure if it works on the stairs at all if they're on the back hook.
8 meters seems reasonable to me, it should fix this.
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Only thing you maybe could’ve done here is tried to shoot Lisa instead (and earlier too), reeled her in and hit her then immediately reload and try to shoot her again before she gets past the exit line. But idk if that would’ve worked or not, might’ve already been too close anyways.
Barring that, there’s not really anything else you could’ve done at this point and this is why Buckle Up is changing in the next update. (And with the new version, you would’ve killed Lisa if she did this, Feng would still get out though)
