sizzlingmario4
sizzlingmario4
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Hallucinations appear in madness tiers 2 and 3. The Doctor can always see the hallucinations if they’re within his vision, but the auras of the hallucinations should only be visible to the Doctor if the survivor is madness 3. If you use a Restraint addon, then the auras are visible to the Doctor in madness 2 as well.
If you’re seeing hallucination auras for madness 2 survivors without a Restraint addon, you should make a report in the bug reporting section.
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They run concurrently. If you use Reassurance during Camaraderie, you’re losing part of the duration since they overlap.
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There actually was a period of time where Enduring was bugged and did work with pallet saves. It didn’t really give the survivor a fair chance to get away afterwards in a lot of cases since the stun was a lot shorter.
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They are stronger than Nurse. No I'm not joking.
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Well that's unfortunate but I appreciate them doing this. I'd much rather have a delayed PTB that works properly than an on-schedule PTB that's a buggy mess.
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Congratulations!
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Flashbang is fine; Background Player needs a nerf.
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It will not. NOED (and the Exposed status in general) only works with basic attacks. Special attacks unique to a killer’s power (such as corrupt purge) don’t benefit from it.
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Survivor:
- Feng (green bunny almost always)
- Nancy
- Nea
- Ada
- Dwight
- Meg
- Kate
- Steve
- Cheryl
- Yoichi
Killer:
- Wraith
- Dredge
- Singularity
- Nurse
- Bubba
- Legion
- Pinhead
- Wesker
- Myers
- Clown, Spirit, or Blight
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Offensive-use DS will be an issue. It wasn’t good enough for anti-tunnel so I am happy it’s getting changed, but with the longer stun it previously was (and once again will be) too easy to use it aggressively against killers that are not trying to tunnel. 5 second stun is fine if it’s truly only useful for anti-tunnel, but that’s not the case at the moment.
Most of everything else seems okay. No problems with the nerfs to UW and Adrenaline, both perks are still going to be good. Haddonfield changes seem promising as well based on what was described.
I don’t know how to feel about the Twins changes, I need to see the PTB to get a better feel for them.
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Ngl I think current Iridescent Tag is more broken than the old one was.
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It should just be reverted. It was the one perk that should’ve been exempt from the mangled changes
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If they put more stuff for survivors in the middle of the map (which looks like they are doing) but nerf the houses, that'll be good. Right now Haddonfield just kinda sucks for both sides.
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I don't think NWO is strong enough to warrant this, but I completely agree for Pain Res and Grim Embrace.
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DH being available at the beginning of the match/in the first chase was one of the biggest problems with it. Even with 2 uses it can still be a game-changing perk.
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Yes the Hindered is only while the survivor is in the trigger range of the trap, as soon as they leave it goes away so it typically doesn’t last very long. It applies within the trigger range regardless of whether the trap actually gets triggered or not (ie. a survivor can crouch over the trap to avoid it but they will crouch 9% slower). Traps do still spawn a phantasm if triggered, you just can’t teleport to it, and the hinder from the addon will still work until the phantasm disappears.
Usually it’s best to combine it with Scarred Hand so triggered traps block survivors and you get the benefit of moving at 4.73m/s the whole game.
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That charge time penalty could probably be reduced.
Like in theory, 4 charges would be a good addon (and it’s purple so it should be) but the downsides are too much and to get the full benefit it takes longer to recharge your chainsaw (since you have an extra token to recharge). I feel like duration is just better overall.
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The concept of the perk is fine, but it is overtuned at the moment. It needs to go back to 150% speed
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It’s still very good. While it’s not a perk you’ll have for most of the game, the beginning of the match is usually one of the most, if not THE most important time in the game. Being able to block 3 generators at the beginning of the game when survivors are at their strongest is a big deal.
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I don’t mind it for Clown since he actually did need a buff and bottles don’t directly lead to health states, unlike hatchets. 10 hatchet Huntress is too much and was not warranted at all.
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Agreed. I have on multiple occasions not realized a hook was broken because of this.
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I don’t feel like there’d be much point of using that perk when you can just bring an ebony mori offering which doesn’t take up a perk slot (and most other offerings don’t really impact the game that much except for map offerings).
Devour Hope is appealing because while it is risky to bring and has to be built up, it does not have the death hook requirement so it potentially has a big reward if you do get the 5 stacks. Whereas being able to mori someone who is on death hook anyway often doesn’t make much of a difference. A mori on a death hook survivor might let you bypass a DS or avoid a potential flashlight/pallet save sometimes, but most of the time it won’t be a significant benefit to the killer.
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@TheSubstitute said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3679752#Comment_3679752
NOED isn't a problem at all but it would change the survivor being hooked by the totem to being a possible tactical choice of the survivors. Do the survivors stop the perk by giving the Killer passive slowdown by cleansing totems or do they risk that scenario by rushing gens?
The survivors get more control over if it activates and can avoid those scenarios but the Killer gets passive slowdown if it's respected as well.
Tbh I never felt like cleansing all the totems to avoid noed was a good use of the survivors’ time anyway and it was usually better to just try to deal with it in endgame. You can only stop noed before endgame if you get all of the totems. I’ve often seen it where survivors get 3 or 4 of them but can’t find the last 1 or 2 that are well hidden, and that’s where noed ends up and they didn’t accomplish much other than getting some extra bloodpoints. And in the process they removed opportunities for boons or for other survivors to use other totem-related perks (ie. Inner Strength).
Additionally I think having noed be known about prior to endgame would make endgame builds a lot less interesting if survivors know they can hard-counter a large portion of it before then (ie. you know the killer has noed but haven’t seen any other perk, you can probably guess what they’re doing).
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I don’t think noed is a major problem anymore now that the aura reveal exists. The only thing I would want to see changed about it would be the specific scenario where a survivor is hooked near the totem because there’s not really anything the survivors can do about it then. Old noed was extremely unhealthy though.
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Not my favorite map on either side. It's pretty big and difficult for the killer to defend generators, but a lot of pallets are kinda unsafe and the ends of the outside parts of the map by the ship are dead-ends.
The easter eggs inside the ship are cool though, I hope we get more stuff like that in the future.
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This map is alright. It's not too big and the main building gives both sides reasonable opportunities to succeed.
I like the one-way ramps on some of the loops.
Overall balanced.
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Still a very survivor sided map even after the rework, it is slightly better than it used to be but not by much. Map is too big, too many safe loops, main building is still very strong. The dining room window is slightly weaker now since the ramp on the right side of the building (next to the pallet) was moved further away but it's still a time-waster and overall the building is still really good for survivor.
Upstairs building hook is way too easy for the killer to defend if they get someone up there since there's only one way upstairs.
Maybe this is just a me issue but I also get stuck a lot (on both survivor and killer) on the little guardrails at certain loops.
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Would it be possible to reconsider this map’s color scheme? Red is just not a good color to use since scratch marks + blood as well as several auras are red and it can sometimes make them difficult to see + the map has elements that because they are red they sometimes look like scratch marks or pools of blood, when they are not. Genuinely this map looked so much better during Lights Out when all the red color was gone. (I'm not saying make it that dark normally though.)
That said, overall balanced map.
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@Mandy said:
If a Gen is blocked it cannot be progressed or regressed - so yes, this is not a bug but by design of the perk.
While I get that that’s the normal rule, this perk really should be an exception. Having to spend 2 minutes and be injured for the rest of the match is too steep of a price to pay if the reward can be negated by a blocked generator, especially when Grim Embrace exists.
Also, removing maximum charges from a generator technically is different from normal progression.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3676000#Comment_3676000
I agree on the reload increased speed but do you think just that and some addon improvements is enough to make him at all comparable to huntress? I don’t think so at all
Well he wouldn’t be comparable to Huntress but that’s because Huntress is too strong now.
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While I agree Ghostface needs to be a little easier to reveal and the current system is a little too clunky, I don’t think his reveal system should be as forgiving as Unknown’s. Getting it somewhere in-between would be okay.
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I don’t think he needs a lot of changes but I do think he needs another reload buff. The previous buff wasn’t enough and reload addons are still popular so nothing really changed.
And definitely needs some addon changes, they’re not all terrible like Pyramid Head’s but a few stand out as being pretty lackluster, especially Hellshire Iron.
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Yeah it's like Hysteria where it only works when a healthy survivor is put into the injured state.
I agree it should work on any health state loss, it's weird and unnecessary that it doesn't. I wanted to try it on Myers until I found out that it works like this, and because he instadowns survivors in tier 3 he can't activate the perk.
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I don't have much to say about West wing that I didn't already say about East, though I think this version is slightly more fun for survivors overall since there are a few more options on where to go and it's slightly less prone to 3-genning than East can be (though it's not really terrible on East wing anymore, it's loose enough of a 3 gen that the anti 3-gen mechanic mostly fixed it).
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Not my favorite realm, but still way better than it was before the rework when the whole building was a single map.
A few specific killers are really bad on this map, but overall as long as you aren't one of those killers I don't think this map really favors either side, it is just not very fun to play on.
The lower-level outside area on the east side of the map (this applies to both versions of the map though since this area is open on both) could use a couple of lockers, there aren't any out there. Maybe there could be one here where that bush is?
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Eyrie still leans a bit towards survivor I think mainly because it has a lot of safe loops, but it is a lot better than the original version. Most notably, the first rework fixed the size issue the map had previously, the size of the map is fine now.
While I feel this map offers too much safety to survivors overall, I feel like the main building is a bit poorly designed, specifically the upstairs. There is 1 god pallet upstairs (can appear in one of two places), but after that there's only a window upstairs (which becomes useless after breaking the wall so it's only usable one time) so running upstairs I find often gets survivors killed more often than not once they use the pallet because then they have to drop down and usually get hit unless they have Balanced Landing. So the upstairs often ends up wasting a lot of the killer's time once, but then it becomes useless for survivors which just feels kinda bad for both sides overall.
Boon totems upstairs can be annoying for the killer though since they are time consuming to put out, very similar to the Ironworks building totems.
The downstairs building windows are fine imo. The window on the left is still a good resource even after kicking the breakable wall, but that's fine. It's not like it's extremely powerful.
Boil Over is still problematic in the main building if hook RNG is good for survivors, the ideal strategy is running to the corner upstairs where the window is and with the right hook RNG the killer can't hook you in time, often the closest upstairs hook will be on the other side and it's not reachable. On the other hand the upstairs hooks are mostly just an annoyance, in most games they do nothing and just use up scourge hook spawns that effectively go to waste, or in the event the killer actually hooks someone up there, it can be very difficult to get a rescue if the killer sticks around. I genuinely think Boil Over should just be reworked so we can get rid of upstairs building hooks because almost all of them have this problem of being too strong for camping.
The area directly to the right of the building also only has 1 hook sometimes, if that hook gets destroyed on sacrifice, any other survivors who go down near that corner often can't be hooked.
The rest of the map has a lot of safe loops and doesn't really have enough opportunities for the killer to mindgame. Especially the pallets in the middle of the map being very strong, it makes it very easy to chain safe loops together around that area.
So with that in mind, things I'd like to see change on this map:
1) Redesign the upstairs of the main building (or possibly even get rid of it and add something else downstairs for survivors to play on), maybe put a hook downstairs inside the building if the upstairs still exists. The unsafe pallet behind the main building could also be a little stronger.
2) Weaken some of the loops away from the building (especially the ones in the middle of the map).
3) Improve collision on certain assets, especially the twigs. It's very easy for attacks to get stuck on these things.
4) Improve hook distribution in general.
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While Midwich is overall killer sided, it's still one of my favorite maps for both sides, even as survivor I like playing on this map. Unlike Rancid Abbatoir which is killer sided because of having too many deadzones, Midwich doesn't have that problem at all - there are plenty of pallets and resources for survivors to work with so I enjoy the challenge. The map is killer sided mainly because most pallets aren't very safe (but are still playable and aren't just free hits, which keeps the map fun for survivor), generators can be hard for survivors to find (less of a disadvantage at the current moment though because Deja Vu is very popular) and the exit gates are also closer together than most other maps.
There is one big advantage survivors do have on this map though and it's just how strong holding W can be, since you can just run down the corridors until the killer catches up and there’s no way for them to ever cut you off.
Hook spawns can be weird on this map though and could use some cleaning up. I've had games with hook deadzones or only 1 hook in a large area, often because there are other nearby hooks on the opposite floor so the game thinks those hooks are close enough but they actually aren't. On the other hand, I had a survivor game 2 weeks ago where there were literally 3 hooks in the same hallway downstairs.
If the hook near the downstairs bathroom gets destroyed on sacrifice, survivors going down in the back of the bathroom downstairs are often unhookable as it is sometimes the only reachable hook in that area.
I don't know how feasible this is but if possible maybe there could be separate hook balancing for each floor of the map (ie. hook placement on the 1st floor won't influence hook placement on the 2nd floor and vice versa)?
Oh, and Nurse on this map is beyond busted.
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I think it is a buff now, but only because they reverted the timer increase. On the PTB it was an overall nerf.
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I actually really like this map, though I'll admit part of it is probably for nostalgia reasons. But I liked the map even before it was removed.
While a lot of the pallets are pretty unsafe, there are a ton of pallets and that helps make up for that. While this is a bit like the brand new Greenville Square, where there are also a ton of pallets with a lot of them being unsafe, and I didn't like this balancing strategy on that map, I think it works better on Hawkins because quite a few of the pallets can often be chained together which makes them not unsafe anymore. It also feels more natural on Hawkins because there are a lot of hallways that aren't really suitable to have window vaults so pallets just work better.
Personally, I would like to see generator spawns on top of the catwalks be removed, such as this one:
There are 2 generators that are always on different elevation from the rest (one in the portal room and one on the 2nd floor) which are naturally harder to patrol for the killer (and are also pretty safe vs. most killers, the portal room gen is extremely safe against everyone except Nurse, the upstairs gen is safe vs. most killers except stealth killers). And 2 is enough on its own. Having generators appear on top of the catwalks creates a third (or even fourth, if there are 2 in one game) generator that is more time-consuming for the killer to patrol and they are also difficult for survivors to find - it's very easy to check a room, not see a generator on the ground, and go past it because generators on top of the catwalks are more difficult to notice.
The single pallet upstairs could be better for survivor, it's pretty much completely useless, and the portal room downstairs window could also use an adjustment, the window is unwinnable for killer if the survivor has the proper starting distance/positioning since they can prevent chase from starting by walking and there's no mindgame since you can see the killer through the glass.
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@RpTheHotrod said:
The effect is broken as hell (no pun intended). If anything, it should take longer or not be able to be rushed.
It is a strong effect but that's why it forces you to be injured for the rest of the match. It would be too strong if it didn't have that downside.
@Ohyakno said:
What people seem to neglect about weaving spiders is that you're not supposed to do it alone. That's why it shows your aura. That's why it that's an inordinate amount of time when you do it by yourself. Shaving half a minute off it is not the solution. I think it's a really good anti three gen perk.
It's not really worth helping someone else do it unless you have the perk too, otherwise you can only help them at half speed. In most cases you're better off just doing a gen at that point, even if the killer is trying to hold a 3-gen you're not using up their regression events if you're sitting in the basement.
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The Clown changes feel amazing. More bottles which he needed, invigoration is easier to use and is slightly better, and no more motion sickness from purple bottles. Massive W.
Pig changes feel okay. Ambush and crouch are better now. Removing the jigsaw box auras isn't as bad of a nerf as increasing the timer was on the PTB, but it still wasn't necessary especially since it doesn't address the actual problems with traps which are the screaming builds.
Hag/Doctor/Demo changes are fine.
I'm still very opposed to the Huntress buffs. There isn't enough reward for successfully dodging anymore since she has so many hatchets now without addons (and even more with addons). It's far too easy to just spam hatchets now because the threat of running out of hatchets is far less common. Faster wind-up wasn't necessary either. It basically feels like she has 4 addons every game now because that's pretty much what she got, the entirety of Infantry Belt basekit (an entire purple addon!) + a windup addon basekit + 2 actual addons of her choice. She was a perfectly balanced killer before the update and now she is overtuned, even from playing her myself it felt way too easy to win and mistakes didn't feel as impactful as they should.
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I suppose it's nice for newer players. However if they're going to add these to every map then it should be on every window with no exceptions and be a 100% consistent feature. For example, they added them to Midwich in this update but only some vaults have it and not all of them. The vault on the second floor above one of the staircases, as well as the vaults inside of the classrooms, are missing the yellow cloth, while all the other vaults do have it.
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I feel like Unknown is in a pretty good state. I think he will be powerful in the right hands once players have had more time to practice him. It’s another Singularity situation imo, where the killer is difficult to play but can be powerful if you've mastered them.
As for Unknown's perks:
Unforeseen is a really good perk.
Undone I still wish had a different way of getting tokens, as it is it's basically only usable on Doctor or with some other skillcheck-oriented build, unless you're going against new players.
Unbound would be a little better if it activated after each time you hit a survivor, right now it only activates when you put a healthy survivor in the injured state (it's like Hysteria, where it doesn't work when you down a survivor, only when you injure them) which means even Myers can't really use it very well because he instadowns people and can't activate the perk that way because it bypasses injured state entirely.
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It doesn’t make you undetectable. It just adds a terror radius to the decoy until it goes away. So there are 2 terror radii active at the same time.
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This map is ok overall. Most of the map is slightly killer sided since it is smaller than most and a lot of the loops are weaker once you break the walls, except for the main building which can easily waste a lot of the killer's time so that kind of makes up for it. Plus it does take time to break walls on this map since there are quite a few of them.
It may be a good thing if the main building got some adjustments to give it more mindgames and be less of an autopilot loop for survivor, but then depending on what you do with the building, other parts of the map might need some minor buffs for survivor to make up for that, or else the map might end up killer sided.
Gen spawns around and behind the gallows can be a little rough for survivors sometimes and create a tight 3-gen, such as these:
Especially because this is in a back corner of the map it can end up being a pretty unsafe area later on in the game which can make this 3 gen difficult to break even with the new system.
Shack being weaker than normal on this map is a good thing though btw, with this map being one of the smaller ones and shack being fairly easily accessible in a location near the center, shack would be extremely strong on this map (stronger than on other maps) if it was a normal shack.
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I don't really like this map on either side.
On survivor it felt like too many of the pallets were unsafe, which I guess makes sense because there are a ton of pallets on this map but that doesn't really make it fun. Additionally, generators often were too close together in the middle of the map (away from the building and away from where the giant statue is).
On the other hand, this map is huge which is bad for killer. The main building is really cool, but there's usually not much reason for the killer to actually go there because that generator isn't worth defending. Usually the killer's best option on this map is to mostly stay in the middle areas where a lot of gens are and since they are often quite close together it becomes a good area to defend. But in general, having super long map shapes just doesn't really work.
That said, the map visuals look amazing. I love how much detail was put into the main building and the arcade. Your art team did amazing work on this one.
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Too many safe pallets, to the point where too much of the gameplay on this map looks like this:
While not every pallet is safe, most of them are and it makes the map quite uninteresting to play.
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@Mandy said:
With Gift of Pain yes this is a known issue - the number should be 16% at T3 not 9%. Our team is aware and a fix is anticipated for the next update.
Thanks for the update on this!
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3673331#Comment_3673331
File a bug report, there's nothing about it in the patch notes.
Yeah I did. I think the patch notes got updated to mention it as a known issue too, pretty sure it wasn't there when I read them earlier but it is now.
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@BlightedDolphin said:
Someone said before that they also reduced the repair penalty to 9%. Was this just a visual bug or did they actually nerf it?
It's not just a visual bug, I just tried this and it took me 99 seconds to do a gen solo. That's 9% penalty. If it was 16% it should've taken about 107 seconds.
I don't know if it's intentional or not though.




