sizzlingmario4
sizzlingmario4
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5 seconds made it too safe for using it aggressively/offensively. 3 seconds was usually too weak for anti-tunnel. So they put it in the middle at 4 seconds.
Either it has to not be possible to use DS offensively (then 5 seconds would be fine), or if it can be used offensively then it can't be a 5 second stun. Personally I would prefer they make it impossible to use offensively, so that it can stay at 5 seconds for anti-tunnel purposes. Reducing it to 4 seconds was probably just the faster and easier to implement solution
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I voted no, I don’t think killer counterplay should be balanced around items that may or may not even be present in a match.
Nurse is a bit too powerful regardless of whether she has lightburn or not, Hag got a compensatory nerf for lightburn’s removal (a change which imo needed to happen anyways to give her better counterplay), and the other killers have adequate counterplay without it.
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This one is tricky, because I think in order to make this perk better the speed bonus probably needs to be a little lower, so that it can be made available for longer and more often. As it is, you get 5% which is a big deal but it’s really hard to make much use of it since it’s so easy to lose and this perk has the longest cooldown in the game, so overall it’s a bad perk. But I also don’t want to create another MFT situation.
How about this:
- When you finish healing another Survivor, you both move 3% faster for as long as you remain within 12 meters of each other or until either of you lose a health state. (reduced speed from 5% to 3%)
- After the conditions are no longer met, the effect lingers for an additional 15 seconds on both Survivors. (new effect)
- This perk has a cooldown of 80/70/60 seconds (lowered from 180/160/140).
And do the exact same buffs to Collective Stealth as well.
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Ok I came up with an idea for this perk and want to see how others feel about it.
- Any injured Survivor suffers from a 2% penalty to repairing, sabotaging, cleansing, and blessing speeds.
- For each injured, dying, or hooked Survivor, all injured Survivors suffer an additional 3/3.5/4% penalty to repairing, sabotaging, cleansing, and blessing speeds, up to a maximum of an additional 12/14/16%.
Basically, the penalty no longer applies to healthy survivors at all, so healing completely negates the penalty for that survivor and slightly reduces the penalty for the other survivors. However, the penalty amounts for injured survivors are mostly higher than they were before. To make it a bit less of an obvious choice for Plague and Legion (more because of Plague), the maximum penalty for 4 survivors injured has been slightly reduced (from 20% to 18%). Overall, you realistically need to have at least 2 survivors injured for it to have much benefit (I've intentionally kept it fairly weak for only 1 injured survivor), but as long as you have more than 1 injured survivor it should be overall stronger than it was before. Technically it is probably weaker with only 1 survivor injured, but the current 2% penalty for that really didn't do anything anyway.
I've also added blessing to it since it already affects cleansing and it just makes sense, most perks that affect cleansing have been updated in this way already.
If 1 survivor is injured (all of these assuming the perk is tier 3):
- Survivor A: 6%
- Survivor B: 0%
- Survivor C: 0%
- Survivor D: 0%
If 2 survivors are injured:
- Survivor A: 10%
- Survivor B: 10%
- Survivor C: 0%
- Survivor D: 0%
If 3 survivors are injured:
- Survivor A: 14%
- Survivor B: 14%
- Survivor C: 14%
- Survivor D: 0%
If 4 survivors are injured:
- Survivor A: 18%
- Survivor B: 18%
- Survivor C: 18%
- Survivor D: 18%
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@Beaburd said:
This is one of my favorite perks as well - it's just so efficient and useful.
Take a map that can track killer belongings for exact totem placement, and you don't even have to waste time searching for totems. Simply check the map, walk ~3 seconds, cleanse in 14 seconds, then hop in a locker for 8 seconds. That's ~25 seconds for a self heal. Not to mention the heal can be stored in the perk, meaning that first ~17 seconds spent on finding and cleansing can be done when safe and the actual self heal, which is often needed under pressure, is only 8 seconds.
Add Overzealous which shaves off 8 seconds off each of your solo gens on a dull totem, and the time value just gets better with every gen.
I just wish there was a perk that lets you find totems so I can stop bringing a map every game I run it.
Hint, hint: Looking at you, Still Sight.Try Detective's Hunch, as soon as 1 gen gets done you'll usually see at least 3 totems, if not more.
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It’s still good on Plague, but it’s bad on everyone else.
Imo reduce the maximum penalty but make 2-3 injures worth a bit more. I’m fine with it being bad for 1 survivor injured because that means if you’re just tunneling 1 person it gets little to no value.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725865#Comment_3725865
it takes away one of her strengths. she has no mobility options to apply pressure otherwise.
It takes away a strength that is unhealthy for the game and that she does not need in order to be successful.
She may not have mobility but she is one of the very few killers who can injure survivors from very far away. She will be fine without being effective at camping hooks.
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I’ve still been doing it too. It’s a habit.
Also, the very first day of chaos shuffle I went against a killer who happened to get Pain Res and Pop together.
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Perks should never feel required on either side.
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Were the exit gates powered? It doesn’t work once you finish the gens
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Awesome.
Next can we make it permanent?
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It’s always been a decent perk, but it became irrelevant when Circle of Healing was meta (and in a way it could be detrimental to use since you were taking away boon spots by using it). Now that there aren’t boons in every game anymore it’s back to being a good choice.
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Even disregarding this, I don’t think Weave Attunement is that good anyway. Once a survivor drops an item the first time, they will know the perk is in play. You can pick it back up (and 30s oblivious usually isn’t a big deal) and/or if you really want to deny the aura reading, with future items just stop using them at 99% if at all possible. On the PTB one time I was nearly out of charges on an item when I was near a corner of the map, so I just quickly ran to the corner and put it down there, where it would likely never give any aura reading value (except for the couple of seconds it took for me to run away afterwards).
But yes, you can end up with a fraction of a charge left on a medkit after a self-heal with no great skill checks. It’s because it’s technically not 24 charges needed for a self heal (and it’s not 24 seconds either), it’s actually 23.88 so you have a tiny bit left.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725699#Comment_3725699
weakening huntress ability to camp hook is taking away her identity. her win condition.
She has her identity as a ranged killer who can hit survivors from afar. Making her weaker at camping does not take that away.
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That sounds reasonable.
And tbh the cooldown addons are insane for their low rarity anyways, I would not mind them being slightly less effective in general.
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Thanks for always doing these, these are really helpful.
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@Archael said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725020#Comment_3725020
I'm pretty sure haste do not increase relative speed but is applied to fixed value.
Surv running 100% getting 5% haste is moving 105%
Killer moving 115%, getting 5% haste now moves 120%, not 120,75%
But this will further validate your point, not contradict it, unless you calculated something poorly I haven't checked this yet.
Haste is always based on the character’s default speed. So for most killers it is based on 4.6m/s (unless they are doing something from their power that changes their speed, then it’s usually based on that speed instead)
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Honestly, good. Strong haste perks are almost never fun.
Ideally they’d stop making more of them. I will agree Unbound is pretty bad and could be better but the rest don’t need buffs.
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I think 110% speed should generally only be given to a killer when necessary to compensate for the strength of their power/prevent that power from being too strong with 115% speed, but it’s not something that should be retired. The current list of 110 killers is fine imo.
Chucky is a unique case because I think it’s less because of his power and more to compensate for his small size and being able to loop more efficiently. If he was 115 it would feel like he was 120 for example.
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@Agaki said:
So it's an exploit. The trap hasn't been untrapped so survivors shouldn't be able to walk through it. If it's an intentional then that is the most idiotic design choice and defeats the purpose of dismantling a trap.
It’s intended, it is not an exploit
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@Ohyakno said:
I've posted this idea before. I actually really like dark sense but it needlessly being burned really hurts the perk.
A question: did you find this out after being assigned dark sense on chaos shuffle?
I already knew about this before, but I did get Dark Sense in a chaos shuffle game and had this happen, that’s what reminded me to post about it.
@ReverseVelocity said:
Agreed. I also think that if it's active and another generator is completed, then the killer's Aura should be revealed regardless of range, so a proc isn't wasted.
That’s a good idea too.
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Artist, Plague, Huntress, Unknown, Slinger, Trickster in that order.
Unknown’s range attack isn’t as strong since you need multiple hits but he has better map mobility so he’s not at the bottom. Artist is one of the strongest killers in the game, though Plague and Huntress are both A tier as well.
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He’s stronger if you’re good at him.
If you primarily only used his power for pallet scamper, you’re gonna struggle with him for a while.
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Unfortunately some players feel the need to make others feel bad instead of just politely taking a win and moving on. There’s no benefit to them for gaslighting other players like this, it just makes others feel worse.
Sorry you had to deal with these people.
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@AlexTheDragon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3723047#Comment_3723047
Oh, my bad, I thought it was applied when they get off the hook.
The icon gets shown there as soon as you get unhooked to show that you have the perk's effect on you, even though the 16% penalty doesn't get applied until you are healthy. The icon only goes away once you become healthy and then become injured again (which removes the action speed penalty).
Since you can't be healthy with No Mither, the icon simply never goes away because you can never complete that process to get rid of the perk's effect (even though you'll never have the 16% debuff because you can't heal).
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Alex's Toolbox and Commodious Toolbox are a little overtuned, the rest is fine.
It is nice that Mechanic's and Engineer's toolboxes do not reduce sabo speed anymore, I never liked that they had those debuffs.
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@AmpersandUnderscore said:
Thana got nerfed nearly immediately because the value was too easy for killers to get and was too hard to counter for survivors. Even with one survivor tunneled out of the game completely, thana still gave nearly full value, and that was with circle of healing in the meta.
Thana was in every single game for those two weeks before the nerf. It does not need a buff.
It currently rewards killers for spreading pressure, and had already been buffed by several healing nerfs, making maps smaller and pallets weaker.
It got overbuffed before, but right now the perk is terrible. It’s an obvious choice for Plague, an okay pick on Legion, but pretty bad on everyone else.
If anything I think the maximum penalty should be a little lower (I think Plague gets a little too much value out of it still) but it should be a little stronger if you have 2-3 people injured (maybe not for only 1 injure though).
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@JudasChrist said:
""You can still teleport normally to traps that get triggered (and you still can teleport to triggered traps even if you are on the 10 second cooldown for the addon).""
If I want to teleport to a triggered trap normally, do I have to face away from all the non-triggered traps so I don't accidently teleport to them instead??
Yes
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This is because Trickster has a lullaby (some parts of which sound similar to his terror radius), so you will still hear him even if undetectable.
His lullaby is unique though in that it's like a bell curve, it is loudest around mid-range and past that once he gets closer to you it will sound like he is getting further away, when he is not. If you're within about 8 meters of him you won't hear anything. In most games you can never see this because by the time the lullaby would start to fade out (due to being too close) you are already in his terror radius.
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You can still teleport normally to traps that get triggered (and you still can teleport to triggered traps even if you are on the 10 second cooldown for the addon).
Unfortunately Mint Rag just doesn't have any kind of QoL feature to make sure you're going to the right trap (like the red arrows that appear above certain things for some killers' powers) so it's very easy to end up going to the wrong trap sometimes.
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It's not bad, I think it's a little underrated. It shouldn't deactivate while you're injured though, the cooldown after vault is enough of a limit on its own.
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I agree. Imo moris are special and fun because they DON’T happen every game. Making them a common occurrence is going to ruin them.
I would definitely be disappointed to see Devour Hope lose its moris again like it almost did last time, it made the perk very boring and removed the part that made it fun to use.
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Click the addon again in your inventory, this will unequip it from your loadout and leave an empty slot.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718258#Comment_3718258
I really don't think it's smart to incentivise such a perk and the playstyle it comes with. Knock Out is long overdue for a rework anyways.
Then again, I think we should wait and see how much of a difference these sabo changes will make, cause I kind of doubt sabo will become meta after the changes.
It really depends how big the buffs are.
If it’s like a 5-10% buff I don’t think it’ll be a big deal. If they make Alex’s Toolbox like 100% faster or something (which could then be used with the buffed addons for even more) that might be a problem.
There is kind of a limit on how powerful sabo can be without being unhealthy.
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@OrangeBear said:
This is what i've wanted. 🙏Performance on my pc has been getting worse recently so i'd like to start playing on PS5.
Also this is most likely a result of a survey question that was asked some months agohttps://us.v-cdn.net/6030815/uploads/XS3YQHFU4TUB/image.png
Before this they always said they couldn't do cross progression because they weren't able to have DLC transferred across all platforms but it looks like now after the survey they're willing to release it without it. It will definitely suck having to buy all DLCs again but i am willing to and anniversary will probably have good sales on DLC which it usually does.
To be realistic though there is a possibility that not all platforms are supported. If one isn't the most likely one is that playstation won't be supported. Since PS is usually the most difficult when it comes to cross-play and progression but i feel like if dbd on playstation already has cross play and i feel like that makes it much more likely it'll have cross progression too. And there is games that have cross progression on ps like Overwatch 2 and Fortnite.Yeah I remember this survey question, I’d be willing to bet this is what they are going to do if it’s clear to them that it’s the only way they can do it. It’s better than not having it at all
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Because we barely know anything about it. No gameplay-related details have been revealed.
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They stack, but the maximum is 155%, not 255%.
The regression values in those perk descriptions include the base 100% regression, so when thinking about putting these two perks together, we can only include that 100% once, not twice. On its own, Overcharge essentially starts at 85%, and then over 30 seconds it increases by 45%, up to 130%. CoB on its own makes it 125% of normal for 60 seconds, or in other words, adds an extra 25% to the normal regression rate.
So if you use both of them, the regression will start at 110% of normal (85% from Overcharge + the 25% extra from CoB) and then gradually increase over 30 seconds to 155%. After 60 seconds total have passed, then it will go back down to 130% (because CoB only works for 60 seconds).
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Same here. I had exactly 2 million before reset and should've had 4 million after, but instead I still have 2 million.
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NOED and No Mither, or Deliverance
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That’s intentional, a little while back they made it so you cannot use those perks on a gen that’s regressing. Which means Ruin counters them as long as it’s up.
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I don’t think that’s a good idea basekit. I’d have no problem with a perk that does it though.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/413834/bloodlust-needs-a-rework
I think bloodlust should just be removed entirely as it rewards killers that play poorly or stubborn to finally get a hit/down.
I don’t think BL1 is necessarily an indicator of poor killer play. BL2 and 3 could be nerfed though
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Imo make it 125% but bring back the deactivation on death, that never should’ve been removed.
One thing that kinda sucks about Ruin now is you miss out on the opportunity to get the instant -5% since you can’t kick the gen. So with that in mind I think a slight regression rate increase is warranted, but nothing more.
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I’ve noticed this as well, the vaults can also be silent from the killer’s POV too.
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There are 2 yellow lights on the sides of the drone, these are where the scan lines are.
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She can’t ever be faster than survivors, no matter what other nerfs you give her because it removes too much of her counterplay.
Maybe hot take but imo Matchbox Nurse (4.4m/s with 1 blink) is more unfair and has less counterplay than the regular Nurse. This rework would be somewhat similar.
I do agree with nerfing that lunge addon though.
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Now that you mention it, no I don't think I have seen it in a while. I also haven't gotten Rotten Fields in like 2 months and no I'm not exaggerating.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716097#Comment_3716097
i am highly convinced that the dev do not want any diversification in meta especially on killer side where almost every single perk they nerfed is game-delay.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716040#Comment_3716040
current progression is intended. Pop goes weasel is the save gen perk and eruption is "i kick gens below 30%" perk. There is also cob and overcharge to suppress gens but the base regression of 400% makes those other two perks not worth investing into.
I know it’s intended. I’m saying they should revert it to total progress because it’s not possible to balance Pop properly with current progress. Basing it on current progress makes it useless on lower-progress gens and makes it OP on high-progress gens. I originally liked the change in 6.1.0 when they first changed it to current progress, but I changed my mind once I realized it was probably the reason that got it overbuffed to 30%.
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@BlueMoonBRUHMOMENT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3716285#Comment_3716285
Out of pure curiousity, what is this if not a meta shake-up?
It's definitely not a balance change because they would've buffed other perks to make every perk more in line.It’s a nerf to a bunch of the strongest perks to make them less frustrating to play against.
But you are correct that this will not really change the meta much, at least on the killer side. It will just make the killer meta a little less oppressive. I doubt Pain Res will actually drop in usage that much, it’s still strong at 20% regression.
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It works when cleansing or blessing any totem. You get a larger bonus if it's a hex totem though.