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sizzlingmario4

sizzlingmario4

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  • I agree. If the issue is not enough lockers and too much map clutter, then we should be adding more lockers to the maps that need them and removing unneeded clutter. Giving Huntress more hatchets improves the situation for her but does nothing for Dredge who arguably suffers from bad locker RNG even more than Huntress does, as well as survivor perks that rely on lockers.

  • The issue is Hemorrhage, not Mangled.

  • @oreoslurpee said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652887#Comment_3652887

    she still moves slower than the nurse when crouching, she is not going ANYWHERE. at least the medical file addon makes you move at 4.0m/s which is the same speed as a survivor right?

    In the current patch, Medical File crouch movement speed is 3.96m/s which is barely slower than survivors running. After the update (and if they don't change the addon because of her buffed basekit), Medical File crouch movement speed will be 4.18m/s.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652939#Comment_3652939

    i think goal is to make huntress less dependent on running same add-on.

    Huntress is not an addon dependent killer though.

    She has several good addons, but she's not over-reliant on any particular one of them.

  • Hag changes seem pretty good at first glance.

    I’m still not convinced there needs to be a range limit on teleports at all now that traps can be wiped away, but at least the teleport range did get buffed.

  • Pinky Finger should just be reworked, no matter how much it gets nerfed it’s still bad design.

    But if it doesn’t get reworked then yes it should at least be changed to -5 or even get the Iri Head treatment.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652839#Comment_3652839

    I feel like the mangled thing would work if the timer doesn't progress while on hook. As for Pig, I see this as a win. Hopefully this change will make ambush more useful because atm... most ppl forget that's even a thing.

    That would help, but making it timed at all is still addressing a problem which doesn’t exist imo. There isn’t anything wrong with Mangled, it is not a big deal on its own. The only things with Mangled which are obnoxious and/or annoying to play against are the ones that have both Hemorrhage and Mangled while also being easy to apply (eg. Sloppy Butcher and most addons which have both). I would much rather see Hemorrhage removed from most perks/addons which apply both effects (including Sloppy Butcher, but excluding Gift of Pain since it’s a scourge hook) and keep Mangled permanent until healed. Mangled is a lot more tolerable when not paired with healing regression.

  • Doctor, Hag, Clown, and Demo changes are alright imo, though I agree with your sentiment regarding Pinky Finger. I wish they'd just rework it already instead of continuing to nerf it.

    Pig I'm not sure about, her ambush and stealth are better (1 second crouch time is exactly what I wanted so I'm happy about that) but I'm not sure it's a net buff overall because of the nerfs to traps.

    Huntress is going to be obnoxious if those changes go through, she doesn't need buffs.

    Bloodweb improvement is good.

    I'm not a fan of timed Mangled and 60 seconds is very likely going to be too short. By the time you hook someone and they get rescued it's probably going to have expired already and you'll get no value from it. I still think the combo of Hemorrhage + Mangled is the problem and not Mangled itself.

  • I agree. She does not need buffs at all. This set of changes doesn’t even help her that much on her bad maps either, they just make her better on the maps she was already good on.

  • Idk how I feel about removing the box auras.

    We’ll have to see how the longer trap timer is on the PTB. It does make it harder for her to use obnoxious screaming builds to win but it might make it too easy to just ignore traps completely until after doing a gen.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652586#Comment_3652586

    I wasnt talking about the Haste part of MFT, but the Endurance. WGLF gives Endurance to teammate, MFT gives Endurance for you, BU would be Haste for both.

    But, give BU haste on all healing would be a better version of Blood pact.

    MFT’s endurance does not trigger from an FTP heal (because it doesn’t count as healing while being injured) is what I mean.

    If you were already injured and had MFT with WGLF, then yeah that’s a solid combo. But it’s not possible to use FTP to force that.

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3652563#Comment_3652563

    The Haste version is really bad even if paired with FTP. But currently the effect of the combo is quite strong for 2 perk slots. FTP, WGLF, MFT would be more reasonable. BU given Haste would complete the perk combo.

    But if BU reverted to Haste. It should apply to all complete healing.

    Ok if it was the Haste version but it applied to all heals that would actually be pretty good.

    Btw though, FTP + WGLF + MFT don't all work together. FTP + WGLF does work (ie. survivor that was picked up gets endurance), but MFT doesn't kick in until after you become injured from FTP and you don't get its endurance. It did work originally, but it was considered a bug since FTP requires you to be healthy and it got removed.

  • @BlightedDolphin said:

    Just make FTP not count as a healing action. It would stop this combo while keeping both perks the same strength on their own and any other future healing perk won't have to be adjusted because of a possible synergy with FTP.

    I agree. I think this is the easiest solution that doesn't impact Buckle Up when used on its own and it also makes sure FTP combined with some other new or reworked healing-related perk is never a problem again.

    @Caiman said:

    Should just revert Buckle Up to a Haste perk instead of an Endurance perk. Its powercreep has mostly invalidated WGLF.

    The Haste version wasn't worth it. I tried using it several times back when we had that version of it and since there's no guarantee the killer even slugs at all it just didn't feel worth the perk slot, either the killer wasn't nearby and you didn't need the speed boost or they were right on top of you and it wouldn't do anything to help you get away. It only worked if the killer was close by, but not right there, which didn't happen very often.

    I don't think Buckle Up would completely invalidate WGLF if the FTP synergy was removed, since WGLF still has the 100% healing speed buff.

  • I tested this again on 7.5.2 and it seems to have been fixed, C33 + Adrenaline Vial only gives 2 rushes now which is correct.

  • Had this issue as well. Killer was not using Lightborn.

  • @idefinitelyloveDBD said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651589#Comment_3651589

    yeah. like i don't LIKE mangled, but hemorrhage is definitely what's annoying about sloppy. not just the longer heal. and if i were to be honest, the addons that exist in game that give both mangled and hemorrhage (not one or the other) should be reworked also if sloppy is getting this treatment.

    I agree. Sloppy was fine before Hemorrhage was buffed (when the Mangled was the only real reason people used it at all). The Circle of Healing self-heal meta killed Sloppy for a little while, but prior to that it was a decent perk.

    Gift of Pain is the one thing I think should keep both status effects, since it is a scourge hook which makes it harder to get and can only be applied a limited number of times. But Sloppy Butcher and most addons which have both status effects should lose one of them. So this would include these addons:

    -Blind Warrior White (Wraith)

    -Begrimed Chains (Hillbilly)

    -Begrimed Head (Huntress) - Huntress already has another addon (Rusty Head) which gives Mangled by itself. So either this addon would have to become Hemorrhage only (and probably be moved to green rarity instead of purple), or just rework it altogether.

    -Thorny Nest (Artist)

    -Tilling Blade (Dredge) - this one I actually wouldn't nerf since it is already on a timer and pretty situational since it only works during nightfall and on healthy survivors.

    -Powdered Glass (Skull Merchant)

    -Straight Razor (Chucky)

  • Honestly they should just remove the healing regression from Sloppy Butcher. I feel like that’s the issue, having both Hemorrhage and Mangled together on one perk/addon that is easy to apply. Mangled on its own is fine imo.

  • It might’ve been okay if the skill checks were actually difficult. Thing is, they weren’t actually difficult at all because they’re always in the center on the left and right so once you got into the rhythm they were easy to hit. As it was, it was basically just a straight buff that almost always came into play and the skill checks were too easy to justify it.

    I also kinda dislike the idea of buffing wiggling in general. It’s not meant to be very reliable on its own without help from teammates or certain perks.

  • -Change aura colors

    -Allowing bloodweb auto-buy after getting 1 prestige on any character of that role (instead of needing to do 1 prestige level manually on every new character)

    -More preset loadout/cosmetic slots (ie. more than 3)

    -Daily ritual tracker in-game, similar to what we already have for archives

  • That would still counter endgame builds which I don’t think would be very fair. I feel the hatch is fine the way it is now. It helps bring the game to an end when there’s only 1 survivor left and that’s what it should do, it doesn’t need to be anything more than that.

    That said, I would like to see keys be a little more useful in other ways, either by giving them some kind of additional base functionality (especially for green keys which are useless on their own) or at the very least improving some of the addons.

  • Out of those killers, Artist would be my top choice. Now that Grim Embrace has been buffed, all 3 of her perks are good.

    Knight has Nowhere to Hide which is a really strong perk as well. His other perks are okay but not amazing.

    Twins has Coup which is actually pretty good now since its buff. Oppression is okay. Hoarder is terrible.

    Singularity’s perks are all pretty niche overall.

    Skull Merchant’s perks are bad.

  • @Pulsar said:

    See, now that's actually a good question.

    Blight is undoubtedly stronger and making Spirit 115% or Blight 110% wouldn't change that.

    If Spirit was 115, she would be better than Blight. She has the stronger power. Her being 110 is what puts her below Blight.

    I might’ve put a (theoretical) 110 Blight with his best addons above Spirit before, but not now.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649607#Comment_3649607

    15) Wesker's power recharge time is reduced by 0.5 seconds for each infected survivor.

    Similarly, Singularity's Overclocked Mode's duration is extended for each Slipstreamed survivor, though I can't remember the specific numbers.

    4.7 seconds + 1 second per slipstreamed survivor. The addons that affect Overclock duration only apply to the base time though.

  • Here are some:

    1) You can get Pentimento twice on the same totem if you also have Undying and a survivor breaks a dull totem (and you rekindle it). When that rekindled totem is cleansed, Pentimento gets moved to the Undying totem. When that totem is cleansed, you can activate Pentimento again in that same location because technically that totem was never rekindled.

    2) Blight originally had a lower POV (his camera was closer to the ground).

    3) There usually isn't much reason to do this, but Dredge can manually go into a locker (without teleporting/setting a remnant down first) by walking up to it and pressing the ability button while your power is not on cooldown. This does not consume a teleport token and you will still have up to 3 teleports left after that.

    4) On a PTB several years ago (I forgot which one) the devs tested out a rework to Self-Care where it gave you the self-heal ability but all your healing speeds were permanently reduced by 25%. This meant you could heal yourself at 75% normal speed, but healing other survivors was also at 75% normal speed. This was scrapped after the PTB and never made it to a live release.

    5) When Hemorrhage was buffed, it originally affected survivors in the dying state as well. This meant you couldn't crawl without losing your recovery progress. This was also changed after the PTB.

    6) If you use Dying Light on Trapper, the obsession can un-trap other survivors faster. Definitely a bug, but it's kinda funny.

    7) Singularity's Overclock action speed bonus also affects kicking generators.

    8) It's very rare, but possible for a generator not to appear on the gallows on Dead Dawg Saloon. When this does happen, there's usually a generator in the shack instead.

    9) If you're playing against a Trapper - when he sets a trap down at a loop while in chase to try to force you away from the loop, pay attention to his hand the trap is in. When he bends back up straight after setting a trap down, the trap won't be in his hand anymore (and then another one will appear if he has another one). If he bends back up with the trap still in his hand - that means he faked setting the trap and didn't actually put it down.

    10) Chainsaws (both Billy and Bubba) have a 60 meter range limit on their audio - survivors further away than that can’t hear them.

    11) You can still disturb a crow with Calm Spirit if you step directly on it.

    12) If a survivor releases a turret from a control station but then doesn't pick it up (leaving it on top of the control station), the Xenomorph can attack and destroy it while it's still sitting on the control station.

    13) Another one about turrets - normally, while the Xenomorph is in the tunnels it can detect nearby survivors through little orange dots that appear on the ceilings in the tunnels. However, if you're holding a turret as a survivor, you're immune to this form of detection entirely. Another thing - you can still open an exit gate while carrying a turret (this is true for Incapacitated in general).

    14) Unlike NOED which only gets revealed by basic attacks, Devour Hope's exposed effect gets revealed by most special attacks as well (even though they don't work with exposed).

    15) Wesker's power recharge time is reduced by 0.5 seconds for each infected survivor.

    16) While Oni is in Blood Fury, it's still possible to do a regular attack on a survivor (ie. pressing M1) which does not instadown and is similar to a basic attack. However it still counts as a special attack and is not a basic attack.

    17) Legion's Killer Instinct detection is normally tied to the terror radius, however if you use Susie's Mixtape you get an extra 20 meters of detection on the edge of and outside your terror radius, and that extra 20m zone isn't part of the terror radius. This creates a weird interaction where Oblivious survivors don't get detected while in your terror radius, but do get detected if they move far away enough to be in that extra 20m zone. This also means you can have a 20m detection range around you while Undetectable (when your terror radius is 0).

    18) Legion can pick up survivors while using Frenzy. This lets you skip the fatigue cooldown, but it depletes your entire power gauge.

  • @Mandy said:

    Hi this is nothing we've done - there's been an issue with our hosting provider that we're working on resolving with them.

    It's fixed now!

  • If Thrilling had no cooldown at all it would create the awkward possibility of dropping the survivor you're carrying and picking them up again to reactivate the perk after the 16 seconds (so you could get it multiple times for 1 down). This wouldn't necessarily always be worth doing since you'd have to spend time dropping and picking up again, but it would be weird and I don't think that's the way the perk was meant to be used. So the cooldown shouldn't be removed entirely but I would support lowering it to 40 seconds instead of 60 so if you do get 2 downs in a short timeframe you're less likely to miss out on it. Also as a QoL update it should show the duration on the perk's icon while it's active, it doesn't do that atm.

  • @xdcy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649300#Comment_3649300

    Something tells me this is not what the devs had in mind when they made that logic.

    They will always move to your exact position that you were in when they first see you (before starting the hunt). If they have to fly or go through walls/ceilings to do that, they will.

  • If anything, CoB should be reworked but not buffed. As long as its regression is completely free to get (as in, it’s not regression you have to earn like you do with most of the other regression perks) it shouldn’t be very good. Overcharge is fine.

  • Predator needs a rework, it is the worst killer perk in the game because its only effect is a detriment to the killer. Spawning scratchmarks closer together is not a benefit to the killer because it often causes them not to appear on walls (since they are all scrunched up together on the floor instead). This often makes them harder to follow and also means you will miss them entirely from far away sometimes - instead of seeing scratchmarks on a wall and knowing a survivor was running by there, you will just not see them at all. It's a tracking perk that unironically makes tracking more difficult.

  • @OnryosTapeRentals said:

    (I accidentally posted this early and am currently editing the rest in.)

    Introduction

    I think it's pretty unanimously agreed in the community that the vast majority of perks in this game -- particularly for survivors -- are bad. Because of this, people tend to run the same handful of perks every match and things can get stale pretty quickly. Not to mention, some characters' perks are so bad that the DLCs are not even worth buying for survivors unless you particularly like their lore/design.

    I hate to sound cliché, but variety is the spice of life. And I think it would do a great deal of good for the game if some time was spent going back and looking at the survivor perk pool.

    I'm going to go through and give my thoughts on the survivor perks I think need changes -- starting with the general perks and then the unique perks.

    Universal Changes

    Before I start talking about specific perks, I think there's a few changes that need to be made across the board:

    • Standardise perk descriptions: Currently, a lot of perk descriptions are messy and unnecessarily difficultto understand. With so many perks in the game, it needs to be clearer what they actually do. The main issues I have are:
    1. Excessive flavour text: Don't get me wrong, I enjoy flavour text, but it's nowhere near as important as the perk's actual function. So why then it it the first thing you read when you check out a perk? Flavour text should be visually distinct from the perk's effects to avoid clutter and confusion. Thankfully BHVR seem to be aware of this, and have done this for the recent Alien and Alan Wake Chapters. If you look at the flavour text on any of Ellen's or Alan's perks, it's a fainter colour and is italicised, allowing the perk's effects to be the main focus of the description. This is great, but needs to be applied retroactively too. There's also some flavour text that I think should be outright removed. Phrases like "Unlocks potential in one's aura reading ability" don't really tell us anything worthwhile and are often made obsolete by following sentences. If the perk's description tells us it lets us read auras, we don't need the flavour text to tell us too.
    2. Inconsistent terminology: This is another issue that seems to have been resolved with recent Chapters, but needs looking at for older perks. Lots of perks refer to the same things with different names and it's needlessly confusing. For example, Bond tells us it reveals "Allies" auras whereas Better Together directly states "Survivors". Dance With Me refers to "fast vaults", Quick and Quiet refers to "quickly vaulting", and Lithe calls it a "rushed vault". For The People states it only works at "full health" whereas Blood Rush activates while "healthy". I could go on, but you get the gist.
    3. Inconsistent formatting: Sometimes parts of perk descriptions are bold, sometimes they're italicised, and sometimes they're highlighted in a different colour -- seemingly with little rhyme or reason. For example, in We'll Make It, the duration is highlighted in red, but in Second Wind it's yellow. In Laurie's perks, "The Killler can only be obsessed with one Survivor [...]" is brown but is white for seemingly all other Obsession perks. There needs to be a set of guidelines that dictate how formatting is applied. I.e. which words are embolded, which phrases are italicised, and what different colours indicate.
    • Standardise Teamwork perks: It doesn't make sense that perks of the same type have opposing activation requirements. Collective Stealth activates upon being healed whereas Power of Two works when healing someone else -- effectively preventing you from using them together. In the same way all Boons work after blessing a totem, Teamwork perks should share a common activation requirement. I propose the following:

    Rework: Teamwork perks activate whenever you complete an altruistic action (healing, unhooking, killer grasp rescue, or protection hits) on another survivor.

    • Standardise perk stacking: Perk effects should stack unless otherwise stated. I believe the only offending perks here are Open Handed and Wiretap. They don't stack, but because the game doesn't tell you this, players still try and run them together. Either make them stack, or change the descriptions to indicate that they don't.
    • Standardise aura-map interactions: All aura perks should add what they reveal to a carried Map. Currently, I believe this only works for Deja Vu and Detective's Hunch but should be applied across the board.
    • Remove perk tiers: Perk tiers are outdated and only serve to bloat the Bloodweb nowadays. Scrapping tiers would help new players to get the perks they want a little easier, without having to slog through hundreds of Bloodwebs.

    General Perks

    I'll start by going through the general perks:

    • Dark Sense: I don't like its current iteration. Dark Sense only activating when the killer comes within 24 meters is silly because if the killer is that close you probably know roughly where they are anyways. Revert to its old effect and up the duration:

    Rework: Each time a generator is completed, reveal the killer's aura for 10 seconds.

    • This way, you can keep track of the killer no matter where they are on the map -- which is much more helpful if you're up against a trapping killer, for example.
    • Slippery Meat: This one is terrible and every time I see someone try to get value from it, it backfires and they just end up hitting second stage. I think it could be reworked into a nice anti-tunnel perk:

    Rework: After being unhooked or unhooking yourself, gain 3% Haste until another survivor is hooked.

    • I know people might be immediately concerned about a permanent Haste effect given recent history, but I don't think this will be problematic like MFT was. The issue with MFT was that all survivors could have it -- extending ALL of your chases with no real counter. With Slippery Meat, only the most recently unhooked survivor could have it and you'd only actually have to deal with the 3% if you decide to tunnel. Sounds like a nice deterrent.
    • Spine Chill: Not great. If the killer has a direct LoS on you then you also likely have a direct LoS on them which makes this perk kind of pointless. I'd drop the gimmicky lingering action speed bonus and bring back its old information functionality:

    Rework: Get notified when the Killer is looking in your direction and standing within a range of 36 metres.

    • This Is Not Happening: Possibly one of the worst perks in the game. Experienced players can hit Great Skill Checks consistently without the need for a perk, and inexperienced players often struggle to just hit Good ones so increasing the Great Skill Check zone by only 30% isn't going to help them much. Plus you have to be injured for it to work at all. Drop the injured requirement and make it apply to both the Good and Great zones, and then it's decent to actually help new players avoid blowing up generators constantly:

    Rework: Increases Skill Check success zones by 30%.

    Unique Perks

    Now for perks belonging to characters:

    • Ace in the Hole: Kind of a tangent, but I think being able to find add-ons in Chests should be a basekit feature tied to the Luck mechanic. Both keys and maps are virtually useless without add-ons, and needing one specific perk just to make finding them in a match viable is silly. I propose reworking the Luck mechanic.

    Rework:

    -Luck affects the probability of successfully unhooking yourself.

    -Luck affects the rarity of items found in chests.

    -Survivors have a small chance of finding one add-on of Very Rare rarity or lower attached to items retrieved from a chest, and a smaller chance of finding an additional add-on of Uncommon rarity or lower attached. Luck improves the chances of finding add-ons, as well as the probability of getting rarer add-ons.

    • Now Luck add-ons actually have some use. As for Ace in the Hole, I think it should guarantee two add-ons:

    Rework: When retrieving an item from a chest, an add-on of Very Rare rarity or lower, and an add-on of Uncommon rarity or lower will be attached to it.

    • Adrenaline: Only change this perk needs is to not wake you up against Freddy. There's no reason for Adrenaline to put an already weak killer in an even more difficult position.

    Rework: Adrenaline no longer wakes up survivors when facing The Nightmare.

    • Aftercare: I really don't think this perk needs to reset upon being hooked. It rewards you for going out and interacting with your team -- which is what we should be promoting.

    Rework: Aftercare no longer resets its effects once hooked.

    • Autodidact: I don't think it needs to start with such a hefty penalty considering it's entirely reliant on RNG.

    Number change: You start the trial with a progression penalty of -15% when succeeding a Good Skill Check while healing another survivor (was -25%).

    • Blood Rush: This one is a neat concept, but poorly executed. It's just too situational to get value from; you need to be healthy, on death hook, and have an Exhaustion perk. Plus, it encourages killers to tunnel you off hook. If they let you get away to heal up, then you can hit them with Blood Rush and make things more difficult for them later. I'd say rework it into a more anti-tunneling perk (which I think was probably the original intent):

    Rework: Blood Rush activates when you are one hook away from death and injured. Press the Active Ability button to instantly recover from Exhaustion and enter Deep Wound. Blood Rush is disabled for the remainder of the Trial.

    • Now it'll help you make distance if a killer tries to tunnel you off hook but won't unfairly punish killers for not tunneling.
    • Boon: Dark Theory: I think they could up the Haste effect on this one. Again, I know people will probably worry that we'll have another MFT scenario but I don't think it'll be an issue. Boons require setup time, only work in a 24 meter radius, and they can be snuffed out so I think it's okay for them to have effects on the stronger side.

    Number change: Increased the Haste effect to 3% (was 2%).

    • Boon: Illumination: This one is pretty lacklustre. Seeing generators is nice, but nowhere near as impactful as the other Boons. The real appeal to this perk for me is the faster blessing time it grants you, allowing you to move your Boon more easily once it's up. I think that's what they should lean into here. Ditch the additional cleansing speed and instead up the blessing speed bonus by a tonne to make this a really nice perk to pair with other Boons:

    Rework: Increases your action speed for Blessing by 100% when you have a lit Boon Totem.

    • Now when you're done in one area of the map, you can quickly transfer your Boon elsewhere without wasting a silly amount of time tracking down a new Totem and then re-blessing.

    Regarding the Open-Handed + Wiretap issue: The reason these don’t work together is because Open-Handed only affects aura ranges centered on survivors (either yourself or a teammate), and Wiretap doesn't fall into that category so it's not affected. That general rule is something they need to add to Open-Handed’s description imo; it’s not just a Wiretap thing. It also doesn’t, for example, increase the range you see NOED at because that aura range is centered on the hex totem.

    Completely agree with you about the perk description formatting and standardizing terminology. Another example of the inconsistent terminology is Alert - unlike most perks which specifically refer to auras it just says “the killer is revealed for 5 seconds.” No mention of the word aura at all.

  • There were some good changes (the new Videotape Copy is actually quite good), but could use a little more work.

    Sea-Soaked Cloth and Rickety Pinwheel have lost a lot of their value since survivors actually want to turn off TVs now regardless, so they aren’t very good anymore. There’s almost never a scenario where you want to leave a nearby TV powered on if you can help it. Both of these addons should probably be reworked.

    VCR is a lot worse now due to survivors being able to see TV auras as that kinda just gives it away. It should temporarily disable the auras while Sadako is projecting.

    Iridescent Videotape is really bad. I like the idea behind it, but it’s not worth it with the 2 downsides it has. Since survivors turning off TVs keeps them off for longer than normal it just largely defeats the purpose of the addon. If anything it should reduce the cooldown when a survivor turns off a TV, not increase it.

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3648465#Comment_3648465

    That... can't be right... because if you launch a chain you'd lose a stack every time just for the obsession existing... regardless the engineers familiar confuses me no end.

    Like Trapper traps and Plague spit not counting I understand, those make sense. Deathslinger spear I understand even if it sucks that it 2 taps. Trickster does make sense as written, but that is harsh... but Pinhead just doesn't make sense at all.

    Also this table might be out of date... as Skull Merchant beams aren't on there (though I assume they don't count either).

    I'm not at home for a few more days to lab this... but it definitely needs to be labbed 🤨

    It only takes STBFL tokens away if the chain actually hits the obsession (with or without Engineer’s Fang). While it is currently using most of the same rules as PWYF, there is a key difference in that only successful attacks matter for STBFL (unlike PWYF which loses tokens for missed attacks too).

    Pinhead chains have gone through a few changes with this for PWYF specifically (way before it was even relevant for STBFL), at first it never depleted PWYF tokens, then they made it so only Engineer’s Fang did, now it always does (and for a while it was bugged so that Engineer’s Fang took 2 tokens, but that’s fixed now).

    Also, can confirm Skull Merchant drones don’t deplete STBFL tokens.

  • Just change it back to the previous version (aka what it was in 6.1.0), it was fine then

  • It would be a better perk if they just removed the part where it disables when a gen is completed, also increase the range to 36 meters.

    The other issue though is that Deja Vu kinda powercreeps it - Visionary already wasn't a great perk anyway but it especially isn't now because Deja Vu got buffed to combat 3-genning. Now that we have the anti-3-gen solution in the game, I think Deja Vu should be reverted to its previous version (active for 60 seconds at the start and for 60 seconds each time a gen is completed; repair speed bonus goes back to 5%). I don’t like that we have a perk which gives a permanent repair boost with no prerequisite other than needing to be working on the 3-gen, since this also punishes killers who aren’t even 3-genning anyway. The timed version made it more fair.

  • Hope does not need to be changed. It’s fine

  • This is something that's been on my mind for a while. Especially seeing Pop and Pain Res combined on survivor it can often feel like doing 7-8 gens per match.

    My main issue with Pain Resonance is that while it encourages hooking different survivors to get maximum value from it, you can still get full value without doing that prior to just tunneling someone. I use Pain Resonance often as killer and it can give very good value by hooking different survivors and that’s typically what I do so it fits well with my playstyle, the issue is just you don’t actually HAVE to do that. If it deactivated once sacrificing or killing a survivor it would be a healthier perk.

    As for Pop, I think trying to balance it around current gen progress (instead of total progress like it used to be) was a mistake. It was a change I liked at first but over time started to dislike it because it feels like it's not impactful enough on gens without much progress, but at the same time it feels too strong on gens with a lot of progress. For example:

    • A generator with 20% progress gets hit with Pop and loses 9.5% progress (5% basekit + 30% of the remaining 15% which is 4.5%) which isn't much more than just a normal gen kick - that extra 4.5% likely isn't going to do much. In this scenario, Pop feels inferior to other regression perks.
    • But a generator with 90% progress loses 30.5% progress (5% basekit + 30% of the remaining 85% which is 25.5%) which is too big of a reward for 1 perk and is stronger than the old version of the perk - not only is it a higher percentage, but each % means more because gens take more charges to repair now than they used to.

    I think they should revert Pop back to total progress the way it was before, but then reduce the regression to something below the pre-6.1 version (maybe around 15% - this would really be 20% regression, 15% Pop + 5% basekit so overall it’d be a slight nerf compared to the pre-6.1 version). This would make it more consistent overall and would make it better on gens with not a lot of progress again, but would also eliminate its current best-case scenarios where it's actually much stronger than the pre-6.1 version (ie. there will never be scenarios where you’re losing upwards of 30% of a gen from a single kick).

  • While I agree the penalty is a bit annoying especially if you find a medkit in a chest that you can't heal yourself with because of it, I don't think it should be removed without lowering the heal speed again. 50% heal speed is REALLY good and completely offsets the heal speed nerf medkits got later (medkit self-heals are 16 seconds with Botany).

    I would be fine with the penalty going if the heal speed bonus was reduced to 35%.

  • It's normal that you need to complete 2 gen-kick actions to set the perk up. The first kick sort of just "initiates" the perk (and causes the icon to light up). A second kick (either on the same gen or any other gen) will compromise that gen and make its aura turn yellow. Hope this helps.

  • The 55% turn rate penalty was the only thing that justified Adrenaline Vial having all its other effects. Removing it was a mistake, the devs realized that and they added it back in. I get Blight is a fun killer and that's perfectly fine and I'm glad you enjoy him. But an S-tier killer does not need insanely powerful addons.

  • It’s a meme addon. Sure, you can teleport to the same TVs repeatedly, but it’s at the expense of losing condemn pressure and allowing survivors to just disable your TVs (which they should be doing anyway) for even longer than normal which defeats the entire purpose of the addon. Not worth it at all.

  • Not too much, just to ensure survivors can't exploit it, but yeah I would probably buff it a little bit. If you stand on the outside edge of the zone that fills the meter, it doesn't even fill up all the way before you reach 2nd hook stage. Most of the killers that were good at denying unhooks from close up before, can still do it almost as well (if not just as well) from 16m away and just move in once a survivor gets close (or use their ranged attack if they have one).

    I'd also like if other survivors were able to see the meter on the HUD, it could just be like the gen progress icon we already have but with a hook icon instead.

  • The day Lights Out launched, survivor queues were TERRIBLE at night, took several minutes to get a match. But after the 1st day it pretty much went back to normal for me. I never noticed any difference in killer queues at all.

  • @nikkixo87 said:

    I can't lie. I HATE this change. first off, I want to make a known that I've never experienced a drawn-out match due to a three gen scenario. I understand that the three gen playstyle does exist, it's just not something I've encountered in my 800 hours.

    I Play both killer and survivor fyi. I prefer playing killer, but always play wherever the blood point bonus is. And due to killer gameplay becoming increasingly frustrating, I believe my hours reflect that I play more survivor than killer. Also want to note that I own every character in the game and am currently working on my last unprestiged character.

    So I've had my generators blocked while playing as killer quite often. My typical builds include nowhere to hide and jolt or pain resonance. However the build that this is happening to me most on is my pyramid Head build, which includes nowhere to hide and trail of torment, fear monger, and nurses calling.

    If it is truly your intention to fix long drawn out games due to killers abusing a 3 gen play style, I don't understand why you don't approach the problem as you did with the anti-face camp bar. You made it clear several times that proxy camping was viable and had no intentions on prohibiting that with a new mechanic. You stated the change was only to address face camping. I believe your changes in that respect were fair. Although I have accidentally triggered the anti-face camp bar ( several times in midwich walking down hallways), these instances are outliers in my overall experience. I cannot say the same for the new generator system.

    If we were to apply that same logic to the new generator system, I believe it's obvious that the generator kick limit should only kick in at a certain point in the match, when a certain number of generators have been completed ( perhaps 3 or 4).I see many others suggesting and calling for this change and it is my sincere hope that you take it into consideration, because many killers including myself are reporting our normal gameplay be affected by this new change.

    I can't express how bad it feels to have a generator blocked when I know for a fact it's not my intention to "3 gen" or stall out a game. Even when there is only one generator left, I always actively take chase, yet I'm still having generators blocked. Protecting generators has always been one of the killers objectives, so it's very disheartening to be punished for it.

    I have even been getting gen blocked mid game. It's been happening most often in the central and heavily contested,important generators. A few that come to mind are the lodge generator in Ormond, and the main hall gen in rpd . I've also had gens blocked in the game when running jolt.

    At the very least I believe you should increase the regression limit ( perhaps 12) or only count kicks instead of regression events that are tied to a perk. As someone who loves nowhere to hide, My favorite perk has been gutted.

    Something else that NEEDS to be addressed is the fact that survivors are able to repair a regressing generator to completion without ever triggering the 5% threshold. This effectively takes away one of my objectives, not to mention make my perks completely unusable.

    Just FYI, the “repair for less than 5% and let go to prevent the killer from kicking the gen again” thing doesn't work anymore. It wasn't in the patch notes but that was fixed in the 7.5.1 hotfix the other day.

    If survivors try to do that now, the repair threshold to stop regression doesn’t continuously keep going up anymore. It can move down with regression, but it doesn’t go up, so they can’t make more than 5% of repairs without stopping the regression. So that is no longer an issue.

  • Hopefully it's just scrapped. It was a bad idea and making moris basekit doesn't make them more exciting anyway. IMO part of what makes moris cool is that they don't happen in most games and making them more common would take that away. They wouldn't be interesting anymore.

    That's just my opinion though.

  • Tinkerer triggers at 70% progress, which is a little before the last set of pistons would start to move (which would be at 75%)

  • Definitely a bug. Nancy got pulled from the locker while you were healing the downed person, which should have healed you to 50%, but certainly not to full health.

    Reactive Healing has this feature where it can fully heal you IF you are very close to being healed, maybe the bug is it somehow used the heal progress of the survivor you were healing in the dying state and fully healed you based on that? Either way, I'd put this in the bug report section, you should not have been fully healed here.

  • The Condemn cooldown was removed in the update that released today, there is no limit on how often survivors can get condemned stacks from projection anymore. So there will not be a timer shown on her power icon anymore other than at the start of the game where all the TVs are off for 30 seconds.

  • It’s not for me. I don’t enjoy playing survivor vs. stealth killers every game with little or no warning, I just don’t have fun with that.

    Playing killer was alright for a little while, but it got stale kind of fast and it was too easy as killer, I did not lose a single game as killer in this mode. I finished the tome challenges for it and probably won’t play it much more.

  • @InnCognito said:

    Just a quick question. Wouldn't it just be easier to set Tile Generation algo. to prevent "3 gen" grouping. But buff Control perks for killers? by an additional 5-8% so 3-gen lock meta strat doesn't have to be a thing?

    Curious.

    Spreading out generators enough that 3-genning can't happen is impossible without making maps larger. It's a good thought, but it wouldn't work.

  • The problem here isn't Champion of Light, the problem is The Game map and that we still have map offerings in the game.

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