sizzlingmario4
sizzlingmario4
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@BadZilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645396#Comment_3645396
Thank you, How does the anti face camp and 3 gen mechanics work? is the visual terror radius on by default?
The visual terror radius is not enabled by default, you'll find the option for it in the accessibility tab in the settings. It will show a heartbeat in your survivor's chest when you are in the terror radius (which grows larger the more intense the terror radius is/how close you are to the killer) and there's a red haze-like thing to represent a killer lullaby.
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It uses your MMR to find a match but your MMR does not change regardless of whether you win or lose.
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Instead of Burger King Myers now we have Burger King Blight, gets too tired after the 1st rush to try to attack anyone.
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They go live today along with some addon changes for Blight and Hillbilly.
Update Releases: 11 AM ET Note: Update times may vary from platform to platform. A small delay is expected for the update on the Epic Games Store. Killer Adjustments - The Blight Addons Adrenaline Vial Increases maximum Rush tokens by 2. Increases maximum Rush look angle by 20 degrees. Decreases Rush turn rate… -
Just got this too, after being on the loading screen for a lights out match for a while it said "sorry something went wrong with your match" and sent us to postgame screen. All 5 players were present in the chat there; nobody had disconnected.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644395#Comment_3644395
I'm such an indoor map magnet when I play Singularity to the point that it discouraged me to play the meatsack robot. I love him but god is he miserable on Lery's and Hawkins. RPD is surprisingly more bearable for me because of the openness of the main hall, and The Game and Midwich are okay but still ridiculously difficult to use biopods on due to how easy it is to break LoS with the amount of rooms and walls.
Yeah RPD isn't as bad because the main hall is fairly open. I can usually still do okay with him on The Game too, but I typically struggle on Midwich.
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At least Dredge still has Nightfall and the Remnant even if he gets a map with bad locker spawns. Singularity is a very good killer on a lot of maps but on Lerys and Hawkins he's genuinely worse than Trapper.
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My guess is the dream world visuals wouldn’t be compatible with it.
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643806#Comment_3643806
You mean that that kick limit it's only 8 times for all generators? 8 kicks per game?
I got that with 3 gens left.
Survivors flee immediately when I'm still far. They are too far to pursue. I kick the gen and I go to the next one.
I guess kicking isn't a thing I should do then.
It’s not 8 total, it’s 8 per generator. If you kick a specific gen 8 times then you can’t kick that one anymore, but the other gens won’t be affected. Any regression perk that removes at least 2.5% progress from the gen also counts (so Surge, Pain Res, and Eruption count, but Ruin does not).
Additionally, Killer kick regression is now 5% instead of 2.5% and survivors can’t gen-tap to stop regression anymore.
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Definitely Wraith
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You can only use Decisive Strike once. It’s working as intended.
If you want to save it for the 2nd unhook, you do have the option of ignoring the DS skillcheck the first time and not attempting to hit it, this will not count as a fail and it will be available again after your 2nd unhook. But if you use it (or fail it) on the 1st unhook, you do not get it on the 2nd.
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@lagosta said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643724#Comment_3643724
I don't think I made myself clear. The perk says:
"Whenever a Survivor is put into the Dying State by any means, all OTHER Survivors within your Terror Radius will scream and reveal their current location to you for 4/5/6seconds."
What happened was Ace plot twisted and he was the one that screamed. The perk implementation doesn't match the description bc of the bolded OTHER.
Yeah I realized after I sent my message and edited it, my bad
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Yes, Infectious triggers when a survivor is downed by any means so it’s intended. Plot Twist can trigger Eruption as well.
edit: oh you’re right it does say “all other survivors”, not sure then
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643705#Comment_3643705
Some of those make some sense, I don't think zombies or vile purge should really count for instance- and I don't think any grabs currently remove tokens.
But yeah it does look a lot like STBFL is bugged right now. I actually remember this happening with the buff to Blood Favour a while back, that definitely activated when Trickster threw a single knife and it was kinda busted. Probably a similar code thing happening here.
Yeah I remember that Blood Favor PTB, lol. That didn’t last long.
The issue is with Blood Favor it was an easy fix because they could just make it health state based instead and that was fine. With STBFL that isn’t really fair either since then the obsession can remove stacks on their own volition with certain perks without really putting themselves in danger. Ideally, they find a way to make it so that all killer power injuries remove stacks while preventing stuff like individual Trickster knives from doing so.
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@jesterkind said:
Are you sure about those?
Right now it should just be Basic Attack and Special Attack, not any power use. Pinhead's Possessed Chain isn't a Special Attack, and nor is Doctor's Static Shock, but the Knight's guards and Skull Merchant's drones are.
Have you tested these to make sure that the powers you're referring to actually cause token loss?
So, can confirm the following removes tokens (this is not everything but just some of the more interesting ones):
-Pinhead possessed chain hits (even without Engineer’s Fang)
-Deathslinger shot (regardless of if damage is dealt or not; the follow-up M1 also takes 2 tokens for a total of 4)
-Trickster knives (2 stacks per knife)
-Nemesis tentacle strike (even if it doesn’t cause damage)
-Artist crows, even if not causing damage
-Artist crows spreading to the obsession when using Severed Hands
-Wesker slamming a survivor into a wall
The following list of attacks/injuries do NOT remove STBFL tokens:
-Trapper traps + Bloody Coil addon
-Pig addons that cause injuries/deep wounds for missed skill checks on jigsaw boxes
-Vile Purge (Corrupt Purge does remove tokens though)
-Breaking the chain off as Slinger causing injury and/or deep wound (the shot itself still costs 2 tokens though)
-Zombies
-Dredge locker grabs (when teleporting to an occupied locker)
-Wesker throwing a survivor into a wall/object causing damage (strange that this one doesn’t count, it probably should)
-Knight guards
-Skull Merchant drones
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If they’re under a pallet or in the open for a flashlight save, then no there’s not really much you can do. The speed needs to be reverted back to 150 imo.
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I've never hit it even with regression perks.
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I do use it often, and yes, it needs a change.
It is an endgame perk and a one-time use so that effect should be fairly strong, so I don't want it to get nerfed too much but it can feel pretty overbearing for killer especially if there are multiple adrenalines in a match. If you have multiple survivors injured that all get insta-healed at the same time and whoever is in chase gets a big speedboost to get away, that can pretty much feel like it's GG right there unless the killer has an endgame build. Adrenaline is easily the best survivor endgame perk and one of the best survivor perks in the game in general.
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@glitchboi said:
Keep the condemn cooldown (reduce it to 6-8 seconds preferably), remove the condemn stack lock limit the way it was in the PTB. Last two changes are excellent that will help her in chase. It's an improvement I guess but I still don't understand why the condemn limit needs to be locked.
I'd like to hear what a Sadako main thinks though, as they might have a better take on this.
The condemn cooldown was completely unnecessary. All you have to do is turn the TV off if it’s near the gen you’re working on. You can even turn it off while you’re carrying a tape, you will get 1 stack of condemned for doing that but that’s better than letting the killer teleport directly to you or getting multiple condemn stacks from her projecting elsewhere.
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Checked in the discord and yeah it's real.
I don't believe it fixes all of her current issues but it will help some.
Bloody Fingernails is about to be REALLY good unless they nerf it to account for the base change (which they might).
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That's intended. You can turn off other TVs while carrying a tape, but you will get a condemn stack every time you do this.
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Batteries Included deserves to be a little higher. It's not meta, but it's not too bad. At the very least I'd put it above Thana.
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They could make the infection not progress when you get unhooked until you take a conspicuous action so it won’t be any good for tunneling. It already resets to 50% when you get hooked so if you got tunneled off the hook with this change then you’d never get the Hindered effect in that case.
But hooks shouldn’t remove the infection completely, if you do that you’re also nerfing Weskers who aren’t tunneling because then the survivor wouldn’t have to spend time using a spray.
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It should also hide the actual breaking noise of the totem when you finish cleansing it (not the map-wide notification for a hex being destroyed, but just the actual bones falling apart that can be heard nearby) as well as the sound when a chest actually opens.
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@ChaosWam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642495#Comment_3642495
I wasn't aware it was ever a timed status effect, was this before the Onryo release?
That sounds reasonable tbh, was it changed before to combat healing speeds at the time?
It was changed in the mid-chapter following the Twins release.
Prior to that, certain addons had timed Mangled effects. Sloppy Butcher was never on a timer though.
Until they changed it, Vigil also affected Mangled but they removed it since there was no use for it anymore. There is one timed Mangled effect in the game right now (Dredge's Tilling Blade addon) which Vigil does not affect.
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@ShinobuSK said:
Do all those killers have mangled add ons? Maybe they cha ge change those lol
But seriously, after recent reworks I am more wary than excited about any announced changed, especially to the killers which imo dont need any.
And the fact that singularity was removed from the roadmap is still pissing me off, ngl
Pig and Clown have one, and Huntress has two. The others don't.
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They said on the livestream that the Mangled nerf is making it on a timer again like it used to be.
Which, personally, I'd say depends on how long it will last. If it's too short it will be too easy for survivors to just wait it out and then it won't be good anymore. If it's long enough that that isn't always the best option then it will still be alright.
Personally though I don't think Mangled as a whole is the issue, the issue is having Hemorrhage AND Mangled together on certain things that really shouldn't have both, Sloppy Butcher included (like it was a perfectly fine and usable perk before Hemorrhage got buffed, no one used it for that but Mangled was the main appeal). But other things like Gift of Pain are fine having both since it is more situational and harder to earn.
Regarding the killer balance changes, I'm hoping Doctor gets some of the effect from the Discipline addons in his basekit (reduced shock therapy detonation delay) and Pig can crouch/uncrouch faster and maybe some kind of buff to ambush. Not sure what to expect for the other killers though.
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The tail is already quite strong. I don’t think it needs a buff.
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Overall, she seems very weak now. All of the games I played against her were easy wins for us as survivors and it didn't feel like she could really do anything.
I feel like there needs to be a reason not to just hold a tape forever. It shouldn’t be passive condemn build-up as I feel that was unhealthy, but there needs to be something.
Most of my gameplay against her consisted of simply turning off the TVs near generators and if it came back on I’d just accept the 1 condemn stack to turn it off again. Then go and insert the tape at the far-away TV at a time that was convenient for me. There was no urgency in it whatsoever and it just felt way too easy to counter her power. Even if I got hooked it was no big deal since 2 stacks means very little. I think the whole being able to see the TV ranges and auras thing may need to be reconsidered. I get why it was implemented, but I feel like it was a pretty big nerf to her power.
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It is only intended to work with flashlights. It did work with other blinds on the PTB but it was a bug according to the patch notes.
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The visual/sound effects around the generators to warn you about regression events I feel like start appearing way too early and the sound is kind of loud.
Other than that and the issue I mentioned in my previous post regarding survivors being able to prevent the killer from kicking a gen (which should be addressed), I think the system is fine. I don't 3 gen and have not ever reached 8 regression events on 1 gen. And the buffs to regression are nice, kicking a generator actually feels like it's worth it in normal gameplay now without gen-kicking perks, both because of the 5% and the gen-tapping removal. I have definitely noticed a difference on both sides with this.
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@ReverseVelocity said:
They should make it not activate if a survivor is forced off of a gen, only if they choose to let go.
Then they can buff it back to 45 seconds like it was before.
They shouldn't buff it to 45 because of Artist. It was completely broken on her even when used standalone.
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Thalita for sure. It’s not even close.
Her best perk is Cut Loose which is a niche perk. Power of Two is one of the worst perks in the game and Friendly Competition is bad too.
I think every other survivor in the game has at least 1 other perk I’d consider to be at least decent. She doesn’t have any.
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3641048#Comment_3641048
Didn‘t the ptbs always drop in the first week of a month and then at the end of a month it released.
Not necessarily.
Usually, the PTB is 3 weeks prior to whatever the scheduled release date is.
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Chucky has a long recharge time on his power and he’s 110 so I think his cooldown is ok personally.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3640616#Comment_3640616
I played a game against skull merchant that 3 gen, we broke 3 gen so easily by exhausting all 8 regression events. the change works like a charm.
Well that’s good that it’s doing what it’s supposed to do then.
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Most of the Billy changes are completely fine, it’s just the miss cooldown (both basekit and addons) that is an issue. I’m pretty confident he will be fine if that is fixed.
It will take survivors time to adjust to the new Billy, and that is okay.
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It is a nerf to survivor but it was needed to ensure that each regression event does something. If gen-tapping was still possible it would’ve been too easy for survivors to burn through the killer’s 8 regression events in some cases.
In other words, because there’s now a hard cap on the number of regression events, gen-tapping had to go.
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@bjorksnas said:
Use head on and make lockers into a free stun
Use windows of opportunity to better find resources to use against him
Use perks like quick and quiet to throw him off by not making noise
Onis miss cooldown is shorter than billys since its just a missed hit cooldown ~1.5s (faster than billy)
It’s not really comparable to Oni, his power is on a time limit and also he can barely move during his miss cooldown so his cooldown being short is fine.
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I don’t like it, I don’t think regression addons should be a thing personally, only perks.
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@Xernoton said:
You wanna know what's really funny? Use STBFL on tier 1 and see him lose all 8 stacks for 1 injured state.
That would’ve been funny if you could do that, but they actually changed that, the stack loss is 2 on all tiers of STBFL now. The tiers now affect the max number of tokens you can get instead (now 6/7/8 instead of always being 8).
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There are a few new loops as well but other than that plus the couple other things you mentioned, it is basically the same as it was before.
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I'm gonna be honest I think the miss cooldown is too fast in the basekit. The addons make it even more of an issue but I don't think it's just the addons.
Billy is almost perfect after the buffs but this is the one thing that needs looking at.
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They should probably adjust it so that only special attacks which actually injure the obsession remove tokens (and not losing tokens for each individual Trickster knife or Deathslinger losing 4 for spear + follow-up hit). The nerf shouldn't be completely undone though.
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I'm just keeping mine at 87, I'm used to it and higher FOVs look weird to me at this point and throw me off so I'm not changing it
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639397#Comment_3639397
no big issue is free health-state heal. the speed boost can stay. Adrenaline is less of a problem when killer has 8 stacks of stbfl but now that stbfl is not good at keeping the perk in check, adrenaline needs changes.
How would you change it then?
If it was just the speedboost by itself it would not be a good perk. At that point I would just run SB instead (or Hope)
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Still an issue in 7.5.0, also affects Illumination now as well
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This seems to have been fixed for Steam players in the hotfix that went out for them today.
Unsure if this still affects other platforms or not.
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The issue with distance-DH was there was nothing the majority of killers could do about it. Even if you knew it was in play and knew exactly when the survivor was going to use it, you couldn’t stop them. It was quite literally an “I win” button that translated to a 3rd health state in almost every chase.
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They can’t remove that without completely destroying the identify of the perk so I can’t imagine that would happen.
What I think they should do is make the speedboost only apply if you are healthy. You either get a bonus health state OR you get a bunch of distance, but not both. This way it’s less punishing for the killer if the survivor they’re chasing has Adrenaline and it’s not as rewarding for SWFs who try to take a hit with it knowing the last gen is about to be done and there won’t be any consequence.
I do not think they should remove being able to hold it for when you get unhooked, it is a one time use perk and something about that being hard countered just because you were on hook at the time doesn’t seem right to me.
edit: also the Freddy wake-up thing should be removed.
