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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • @EmpireCity830 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/403764/new-roadmap-changes-to-decisive-adrenaline-haddonfield-more

    Where is the roadmap posted? I can't find it anywhere. Was it on livestream from yesterday?

    Yes, it was on the livestream, but here it is:

    jan30roadmpa.PNG
  • @Config said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639201#Comment_3639201

    Ah yes, before addressing ur comment, I want to leave some stats so maybe u can understand where I’m coming from. Billy was the 3rd least played killer, and had the lowest win rate in game. This has 2 primary reasons. Lack of lethality and Being far too punishing for it to be appealing to newer players. Billy reduced cooldowns help with both of those problems, and since he was one of the worst killer stats wise he should been getting significant buffs. And one more things, yes he always had above average mobility but he still was terrible at catching up thanks to his overkill cooldown, cooldown addons should MAYBE be reviewed but he’s basekit is PERFECTLY fine as it’s stands.

    To be clear, I agree the old cooldown was bad and was a little too much. It should not go back to what it was before. I just want a middleground is all.

  • @Config said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638309#Comment_3638309

    Billy’s power isn’t just anti loop, it’s utility and mobility, he’s cooldown is fine as is, and nerfing it would hurt all of the 3 other aspects. He should not be touched, he’s been in the dirty for too long, he deserves being a little above average in some aspects

    Even before he was buffed (when the miss cooldown was too punishing) his power was still good for mobility. Rebalancing the cooldown isn't going to change that. It's not a little above average, it's way above average and doesn't leave any room for survivors to take advantage of mistakes.

  • I think DMS is just a problematic perk, there's been multiple cases now where it's been at the center of some build or combo being overpowered. Which is why I think DMS shouldn't activate when a survivor is forced to let go of a generator for any reason (including Grim Embrace), would fix most of this stuff.

  • Absolutely not. It was the #1 most broken perk in the game. Unlimited self-healing cannot and should not be good.

  • @CrypticGirl said:

    I'm confused about the Deadline perk. So it only makes skill checks harder when you're injured, and you only get a 50% progression penalty if you fail it. But if you hit the skill checks, then the perk does...nothing? 😕

    The point of it is that it gives you more opportunities for great skill checks to gain more progress (or just skill checks in general if you run Autodidact with it) since skill checks appear much more frequently. It doesn't increase the bonus itself, but you have more chances to get those bonuses.

  • @ShinobuSK said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638574#Comment_3638574

    Eh? I thought they just cancelled lunar event as a whole

    They did cancel it (at least for this year), but the previous years' Lunar event cosmetics are coming back to the store on February 8th and won't be time-limited anymore.

  • I still don’t think he needs basekit changes.

    Adrenaline Vial should be nerfed again though.

  • I agree with changing it for STBFL.

    I don’t think it’d make sense to change it for PWYF though since with PWYF it doesn’t matter if you actually hit anyone or not (usually), you lose a stack even if you miss an attack.

  • @Mooks said:

    I think it is very likely that it loses the BP bonus, just because they want to be consistent with this (see BBQ, WGLF). I can understand the philosophy behind that, because I did feel ‚forced‘ to run these perks even on killers/builds where the other effect would really benefit me.

    has Thrill of the hunt lost its BP bonus? I remember it got changed but do not remember that part,,

    Thrill of the Hunt, Beast of Prey, Distressing, and NOLB are the only perks that still have one.

  • It works the same way as PWYF now which is that every special attack counts so in Slinger’s case, getting speared is a special attack (regardless of whether you break the chain or not), and then hitting them is a basic attack so you lose 4. Only difference is it only counts attacks that actually hit the obsession, whereas with PWYF it doesn’t matter if you hit anyone or not.

    For Trickster every individual blade is 2 stacks as well.

  • @Haddix said:

    it feels fine to face, just shouldnt combo with DMS (DMS needs a rework)

    i would rather the killer spread hooks, im ok with it. any game where a good killer hard tunnels at 5 gens sucks, this does not suck.

    Thing is, you can still tunnel at 5 gens with this, you get it once on the first hook and then just tunnel that person out. Then you have 3 more uses of it to help secure a victory in the 3v1 because those will all still be fresh hooks even though you just tunneled somebody.

    I feel like the perk should be deactivated once a survivor dies, same with Pain Resonance.

  • @ASurvkillivorer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638454#Comment_3638454

    Thats exactly what happened. But I have never seen this happen before.

    He shouldn't have been able to recover fast enough to hit me a 2nd time should he? It was like there was 80% stun time reduction not 50.

    That’s normal for Enduring. Enduring pallet stun time is only 1 second (instead of 2), so if you end up getting hit right before dropping a pallet and the killer gets stunned on your side of the pallet, they can hit you again before you can vault back over since the stun overrides the basic attack cooldown.

  • @Shaddoll_Serpent said:

    Bloodweb improvements - great

    Ultimate Weapon - great

    Decisive Strike - good, just hope something can be done to lessen its ability as a bodyblock shield in addition to strengthening its anti tunneling capabilities.

    Genetic Limits - meh, don't really know what they can do to make this one good, but I guess we'll have to see. (Probably needs another status effect on top of Exhaustion.)

    Adrenaline - meh, okay, but hope it's not overboard.

    This Is Not Happening - nice, not sure what they can do though that'd genuinely be useful that's not already been done before.

    Distressing - nice, although boy, buffed Distressing could potentially be annoying on killers like Doctor or Wesker, especially with Coulrophobia.

    One of my biggest issues with Genetic Limits is you don’t always even know who is affected by it, which holds it back a lot imo. For example, you notice someone get healed on the HUD, but was it a self-heal, did someone else heal them and who was it, etc. Sometimes you can figure that out with good game sense but not always. With most other perks/addons that cause exhaustion you usually have a good idea as killer as to who is currently affected by it, but with this perk you don’t get that a lot of the time.

    With that in mind, I think 32 seconds is not long enough and is too short to be able to capitalize on most of the time given you don’t always know who’s affected.

  • Peanits said in another thread it’s a bug.

  • @Rumble said:

    His recovery is perfect, it helps for the amount of bad maps he has. If you touch the recovery he will be dropped just like alien was after you nerfed his cooldown.

    And Alien is still a perfectly strong killer with the nerfed cooldown.

    You should not be rewarded for misusing your power.

  • I agree. The penalty needs to be brought back.

  • This is still an issue on 7.5.0, both the FOV being zoomed in more than normal and the fatigue camera snapping back up incorrectly

  • It’s always been 1.5 seconds

  • The new sound is to indicate that Overdrive mode is active. It’s working as intended

  • There is still the issue from the PTB where survivors can work on a regressing generator for just short of 5% progress, then briefly let go and begin working again, resetting the threshold for the generator to stop regressing which can be used to prevent the killer from being able to kick it again despite survivors making progress.

    To address this the following changes could be made:

    1) Kicking a generator no longer instantly removes any progress and only starts gradual regression. (But still counts as a regression event.)

    2) Survivors must work on a regressing generator for the equivalent of 5% to stop regression. During this time, regression is paused, but no actual repair progress can be made until regression is stopped.

    The second change makes up for the removal of the instant progress loss since it requires survivors to work on the generator for a few seconds without actually making progress, so the end result is the same as with the current system. The key difference is that it now becomes impossible to exploit the system to keep a generator in the regressing state indefinitely.

    Edit: To account for regression perks being affected by this, they can all have their values reduced by 5% so they are not indirectly buffed by this change (they don't need to be buffed) and this shouldn't apply with Ruin.

  • I like the perks in this chapter and I feel like Illumination and Deadline are underrated. Champion of Light is definitely the strongest perk he has, but the others genuinely are useful.

    The best way to use Illumination imo is to set it up ASAP at the start of the match and then you immediately know where all the generators are and don't have to look for them later. At that point, it's done its job even if you never use it again. For that reason I think it is a decent perk. It would be nice if it lingered for 4 seconds after leaving though.

    As for Deadline, you get more opportunities to do gens faster but in a more fun way (rather than just increasing repair speed). I like the off-center skill checks, it gives an extra challenge but is fun and the perk has excellent synergy with Autodidact.

  • I love the update overall. The only thing that needs to be addressed imo is the chainsaw miss cooldown being way too forgiving now. There's almost no punishment for missing a chainsaw anymore and survivors get very little distance after a miss (especially during Overdrive, but even without it too). It was a bit too punishing with the old Billy but now it's way too far in the other direction.

    Other than that, I'm very happy with the changes and I'm excited he's finally a good killer again.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637986#Comment_3637986

    Here's how they could nerf it fairly:

    -No longer wakes you up against Freddy.

    -No longer activates if you're on the hook when the last generator is powered.

    Both fair nerfs that won't kill the perk, but the second one at least will curtail how strong it currently is. I'm not sure why so many in this thread are acting like Adrenaline isn't one of the top three strongest perks in the entire game for both sides right now, it's not surprising a perk like that would be looked at eventually.

    The Freddy part definitely needs to be removed, I'm pretty sure it's the only survivor perk left that still has an effect against 1 specific killer.

    Personally I'd like if the speedboost only applied while healthy. You either get a health state or the speedboost, but not both at the same time. I think it should still trigger if you get unhooked with it though since it's a 1 time effect, but again, you wouldn't get the speedboost in that case with the proposed change.

  • @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3637980#Comment_3637980

    The problem with the NOED-Nerf is that it still feels as cheap as before and NOED is in every Endgame when it is equipped. (Yeah, yeah, cleansing Dull Totems will get rid of it... And at the same time ensure that the Killer kills the Team before 5 Gens are completed, because people waste their time cleansing Dull Totems...)

    Adrenaline only has an impact when the Match reaches the point where 5 Gens are completed and even then the impact might not be too big (I often get Adrenaline when repairing a Gen while being healthy... So I only get the Speedboost).

    Personally, I hope that Mangled will be gutted in the same patch, because this would make it certainly easier to get away from Adrenaline.

    The Mangled nerf is happening before the Adrenaline nerf from the looks of the roadmap. They said on the livestream the nerf is that it's basically going to go back to being a timed status effect again like it used to be.

  • The changes made after the PTB should be reverted.

    The cap on locking in Condemned on hook doesn't promote tunneling. If you are being tunneled, you don't have time to remove Condemned anyways. At that point, it makes no difference whether it's locked in or not.

  • No, it's terrible and wastes players' time.

  • All Haste perks (both sides), FTP + Buckle Up, DMS + anything that forces a survivor to let go of a generator (both blocking and screams).

  • I think that'd be fair for Nurse but for the other killers that's not needed.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3636998#Comment_3636998

    That actually makes it worse. Knowing a killer is near is neat, but knowing the killer is near AND they intend on coming to my location is better. Otherwise, you end up wasting time hiding anytime the killer is in the general area. The best version of this perk is before the 6.1.0 change.

    With the exception of it not having the vault speed anymore, the 6.1.0 version was stronger than the pre-6.1.0 version. The pre-6.1.0 version could be countered by looking away/moonwalking to the survivor's location, even if this was very awkward counterplay (and not really reasonable to expect killers to do every time). The 6.1.0 version lit up within 36 meters no matter what; LOS and which direction the killer was facing were not factors at all. So there was no way for the killer to avoid the warning, which is what made it better. If the perk icon wasn't lit up, you knew 100% that the killer wasn't nearby and you were in no danger of being snuck up on. The pre-6.1.0 version didn't give you that sense of security.

  • It could be buffed but it shouldn’t just be bringing back the old Spine Chill. I’d like if the action speed was a bit better personally.

  • It’ll probably be the same, those two numbers have always been independent from each other. Originally the guards had 0% instant regression (when normal killer regression was 2.5%), then guards were buffed to 2.5% and then 5%.

    It’s possible they change guard regression again at some point in the future but I doubt it’d be an automatic thing.

  • They should buff the action speed to 10% and make it linger for 2 seconds (instead of 0.5).

    The vault speed or the old mechanic where it worked through walls shouldn’t come back though.

  • For Adren Vial I would be content if they just added back the turn rate penalty and left it at that. The 5% speed they added back to it could probably even stay. It definitely needed a nerf but it wasn’t very good on the PTB. The overall net change from live in that case would be removing the faster recharge and decreasing the speed from 10% to 5% which would’ve been fine imo (with the penalty staying).

    I disagree that C33 was overnerfed though, all you had to do with it on the PTB was do 1 rush of at least 4 meters and get a turn rate increase that was better than both of the other turn rate addons combined. And then you could get even higher too. It was way too broken and I don’t think 20% would’ve been enough of a nerf.

  • It only takes 1 bad and/or less experienced teammate (let alone 3) to drag the entire team down and you often can’t really do much about it. It sucks, but that’s just part of the nature of it being a team game and not having a good matchmaking system. You can’t have 1 survivor on a team who is way better than the other 3 and expect them to make up the difference (usually). Provided you are against at least a semi-decent killer who knows what they’re doing, they’re just going to find the weak link(s) and win the game that way.

  • @Chocolate_Cosmos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3635291#Comment_3635291

    Wow, thank you for explaining! I didn't know there was such thing. I didn't even noticed it while playing him.

    Is it something new that came out with his recent semi-rework or is this there since day one? Shame the power doesn't even mentioned it.

    The combo mechanic itself has been there since the original Trickster, but it used to only matter for bloodpoints and nothing else. The bonus to Main Event duration was added in the most recent rework.

  • They're not very good addons, but I'll try to explain what they do, it's kinda complicated.

    Basically, the combo mechanic for Trickster is a thing where you build combo levels by landing consecutive blade hits on survivors. When you get enough blade hits you reach different combo levels starting at E, then D, C, B, A, and S. I don't really understand exactly how the combo mechanic itself works (there's some more info about it on the wiki if you want to check that), but each combo level gives you more bloodpoints and adds half a second to the next Main Event (up to 3 extra seconds for an S combo).

    Unless you care about getting more bloodpoints, the other addons that directly increase the Main Event duration are better than these addons. You get at most 3 extra seconds from an S combo and the other Main Event duration addons are +40% and +60% which is 2.4 seconds and 3.6 seconds respectively and those are guaranteed every time, whereas the combo thing isn't.

  • @Skitten56 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634841#Comment_3634841

    Agreed. Blight is the 2nd best killer in the game. They don't need multiple very strong add-on on top of all that. I hate to say it but perhaps they could consider nerfing their basekit a bit if they can't fix the add-on situation and make it balanced. I'm not a Blight main though so its hard for me to take a firm position on this matter or how to best solve it. Everyone can see that they don't need strong add-ons though.

    I really hope they will consider buffing Alan Wakes Boon perk. It is just such a lost opportunity. It is already hard to justify boons due to the set up time and limited range. Weak boons make this even worse and more pointless. If they gave it some survivor aura reading or an increase to boon range, it would be a lot better. At the very least have the Blessing speed increase be always active and just not when a boon is active; how often to survivors move boons around. Its just so weak.

    I wanted Illumination to show exit gate auras since it’d give it a niche in endgame (at which time the gen auras are obsolete) and I also have a very bad habit of forgetting where the gates are as survivor, lol. I do think the perk has a use as it is currently, but it definitely could’ve been a little better.

    Adrenaline Vial was almost in a good spot, if they had added back the 5% speed like they did but kept the turn rate penalty it would’ve been fine. Instead it went from being bad, to OP, to bad again (on the PTB), and now back to OP again.

  • Still one of the most obnoxious killers in the game (just for different reasons than before) and has way too much going for her. She gets too much free movement speed, passive stealth just for placing a drone, and doesn’t have enough counterplay especially since Lock On never decays. You leave the loop when she places a drone, unless you have a nearby connecting tile you get hit because she isn’t slowed down at all. You stay at the loop, you either get scanned by the drones or you get hit avoiding the drones. Yeah you can crouch or stand still to avoid getting scanned but that doesn’t mean a lot if you’re giving the SM a free basic attack to do it.

    If you try to be proactive and disable drones, they don't stay disabled for very long and she can always just recall the drone and place another one if she is there.

    TL;DR: Hate her and her entire design, there is nothing redeeming about her whatsoever.

  • NOED does not proc on hatchet hits or any other special attack.

  • @MikaelaWantsYourBoon said:

    BHVR is trying to nerf Blight challange: Imposible.

    We all focused how Sadako butchered by them but it's not only terrible change with upcoming patch.

    Adrenaline Vial is busted and new problematic addon.

    Alan Wake perks are terrible bad.

    I was hoping to play Billy and Sadako but now, i will just stay away from this game for more. Because balance changes is really amazes me.

    They are giving busted add-on to S tier killer while nerfing weak killer to ground. I don't unserstand any reason of this.

    @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3634841#Comment_3634841

    I already started playing less, because I can‘t understand all those terrible „balance changes“!

    At least they should stop doing ptbs, when they don‘t read/ listen to the feedback.

    I was very active in the feedback of Sadako and most people asked for buffs not nerfs there!

    Yea I agree the Sadako nerfs seem unnecessary. If anything the condemn cooldown would’ve made more sense with the current iteration of her power but not the new one.

  • @PogbertChamperson said:

    this has been as is since chucky's release iirc. Odd bulb had a slight value change as well.

    Looks like High-End Sapphire Lens is different as well, it now says it increases the beam width by 25%, it used to decrease it by 25%.

    So Low Amp Filament, High-End Sapphire Lens, and Odd Bulb are the 3 addons that say something different than they used to. Everything else looks the same.

  • Wraith is my #1, my other most played killers in no particular order are Dredge, Wesker, Nurse, Legion, and Singularity.

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