sizzlingmario4
sizzlingmario4
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I agree that would be nice. Very simple change but would be an additional opportunity to get a good item.
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I had this happen once and didn’t find them until they got 3 crows and started producing notifications, went there to find the bot AFK in the literal corner of the map. The rest of the team was dead by then.
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Removing the self-healing was a fat nerf but it needed to happen. Allowing the entire team to heal by themselves an unlimited number of times just for 1 perk was way too good.
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I like running it with heal speed perks so if a teammate and I are both injured we can both reset faster (since Leader will boost their healing speed too).
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Probably because they find it fun and/or want the BP for it.
I don’t do it because you’re potentially screwing your teammate out of perks they get from unhooking you (eg. Deliverance, WMI, etc.). I actually died one time because someone did this to me and I was then abandoned on my 1st hook at the end of the game when if I could’ve used Deli at the end it would’ve been an easy escape. But since they unhooked themselves with 4% earlier in the match I didn’t get the perk.
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Deliverance’s Broken effect prevents you from being healed, this isn’t a bug
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@MrDrMedicman said:
I think it hides the red aura of survivors in a cage, but I'm not sure it hides the white cage aura itself. It does hide hooks though, and makes maps useless. But it's a hex perk so it's a 50/50 of you getting any value from it
It indeed does not hide the cage aura itself, only the survivor’s aura inside of it.
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For consistency, they should remove the ability to blind zombies, but I'd like to see it replaced with something else/some other way to stop them (even if it's a little more time consuming than a flashlight). Not just a straight buff. (I'm aware you can pallet stun them but this is often not practical and takes more time to do than they would waste if you just didn't bother with it.)
Getting rid of crows with lockers is perfectly fine. It still wastes a bit of survivors' time and she is still a very strong killer even with that mechanic. Removing it would just give her even more map pressure and gen control when she's already insanely good at that.
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Billy: Decrease chainsaw volume, decrease miss cooldown movement speed.
Blight: Rework C33, again. The PTB C33 isn't salvageable. Iri Tag should go on cooldown after any Lethal Rush attack, not just successful attacks.
Perks: Add exit gate auras to Illumination. Champion of Light's Hindered effect is a little overkill imo; I'm not sure what the best change is but I think this should be toned down somehow. Make self-inflicted injuries from survivor perks not deplete STBFL tokens (the STBFL nerfs are fine though otherwise and should stay in place). Grim Embrace is too similar to old Eruption in terms of being strong, boring (because survivors often have to just stand around and wait) and unfun, should be toned down. Its DMS synergy is also pretty ridiculous.
I didn't get a single Onryo on the PTB so I can't comment on her.
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It's in a good spot now. Wouldn't change it at all.
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It's still very strong but it's limited enough now to not be overpowered anymore imo. Only being able to use it at most twice and one of those only being when you're on death hook puts a hard cap on how powerful it can be. It absolutely should not be buffed though ever again.
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Most likely nothing will happen. It's super lame, but technically Boil Over is working as intended.
Boil Over should be reworked though, it has done nothing but cause problems ever since it was buffed. It's either super frustrating if survivors use it the way they did in your game, or it barely does anything. Literally it's not even a good perk if you aren't using it to annoy the killer.
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I wouldn’t say it’s bad as much as it’s just very slow which makes it not worth using in the majority of situations unless you have other heal speed perks. Trying to use Self-Care on its own vs. Sloppy is almost always a bad play unless it’s endgame.
But honestly, that’s the way Self-Care should be. It’s better for the game overall if self-healing isn’t super good. Most other forms of self-healing are better than SC (and rightfully so) because they’re limited, eg. medkits can only be used a limited number of times, Inner Strength needs a cleansed totem to activate, Plot Twist can only be used twice per match and is risky, etc. SC is unlimited, so it has to be slow for it to be balanced.
That’s just my opinion though.
Having said all that however, it IS a bad perk for newer players who don’t understand why spending that much time healing is almost never worth it.
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Rework it in a way that makes it better for anti-tunnel but doesn't reward survivors who go out of their way to force it upon the killer. The 3 second stun isn't good enough against tunneling killers, but the 5 second stun was too good if survivors used the perk aggressively/bodyblocked the killer to force it when they weren't trying to tunnel.
And get rid of the skill check or at least make it bigger. It's not necessary for an anti-tunnel perk to have a hard skillcheck.
The deactivation in endgame should stay the way it is.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3631802#Comment_3631802
I liked the original more. They nerfed the % bonus it gives but expanded the range. If anything I guess it’s a lateral change. I wouldn’t call it a buff though. That’s way too generous. Because it’s still like risky to being a killer near gens being completed.
I felt like the original version had a too small radius for it to be worthwhile even with the 8% bonus. Unless you were on a two-story indoor map there was very little wiggle room to work with there because if you went much closer than 24 meters the killer would just see the other survivor (or hear the gen being worked on) and switch targets. Even if your teammate led the killer away and you then took over repairs on the generator, you weren't getting the benefit of the perk anymore.
The new one has a lower bonus but I feel like it's slightly better because the bigger range means it will work more often and it will be less common for the killer to end up switching targets since you can be a little further away now.
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I don’t think it’s a great perk but I do think it’s still a buff overall compared to the original. They also changed it so you see auras of generators within 36 meters while being chased, which admittedly is nice and makes it a little easier to use.
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It should be reverted to its 6.1.0 state now that 3-genning is being addressed.
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If you mean bringing instascope back, then nah, that deserved to be removed and has no place in this game. Imagine if Huntress could just hold a hatchet up and throw it at any time while still moving at 4.4m/s. That's basically what old Slinger was, only difference being he needed to reel you in afterwards.
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Festering Carrion’s description is actually one of the worst in the game. It says it reduces the cooldown by 0.5 seconds, but it’s actually 0.5s per crow launched. So it’s 0.5s for 1 crow, 1s for 2 crows, 1.5s for 3 crows, and 2s for 4 crows (if you have Ink Egg). I think Artist was in the game for like a month before I figured that out.
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@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630344#Comment_3630344
YOu had to do one more gen than survivors left alive, correct? Hardly a bypass to complete 5 gens to get a four man escape.
If you had all 4 alive then yes you still had to do all the gens. That still bypassed endgame builds, but otherwise didn’t skip a majority of the survivors’ objective.
But for each survivor that was dead then you needed 1 less gen, which was a big deal. Having 2 or 3 escapes with 1 or 2 gens left to do was a lot more common than getting 4 out through the hatch after all the gens were done.
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He’s mostly fine as is and personally I love him for what he is. He is a unique killer unlike any other and it’s very clear that a lot of work and effort was put into making him and overcoming some of the challenges to make him work in DBD like his unprecedented small size.
If I was going to change him at all maybe slightly nerf Scamper just a tiny bit more but only while it’s outside of Slice and Dice, during Slice and Dice it is fine. I also feel like the Rat Poison addon takes away too much mindgame potential from survivors. To compensate, the power cooldown could be reduced by a couple of seconds (16 instead of 18).
Then he also has some lackluster addons that could be buffed. Tiny Scalpel, Hairspray & Candle, and Mirror Shards come to mind.
I know this is a controversial topic, but just to say my opinion on it: Removing the 180 flicks was the right decision and he should not get them back.
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It’s not actually too bad. I feel like the best way to use it is to just boon a totem ASAP at the start of the match and then you can see where all the generators are and not have to waste any time looking for them.
On the PTB I used this build: Illumination, Overzealous, Pharmacy, Desperate Measures. So I knew where all the gens were and could do them faster, knew where all the chests were to get green medkits, and heal faster with them. It was nice.
I hope they buff it to show exit gates and/or linger for a few seconds after leaving like some of the other boons do.
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Yes, it all stacks.
However, the bonuses from Babysitter and NOLB start a little sooner than the basekit Haste effect, so you don’t really get the full 8 or 10 seconds (depending on which perk), it’s more like 7 seconds for Babysitter and 9 seconds for NOLB.
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They never updated the scoring for the sacrifice category when they increased the category cap to 10000 points. They remembered to update the survival category (points for escaping was increased from 5000 to 7000) but not this one.
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The Distortion idea might be good, it definitely needs to be changed somehow. The current token system isn’t limiting enough (as in, in most matches you never run out) and it discourages interaction with the killer too much.
I mostly disagree with changing Object though. Deactivating it for the last survivor would be a good change, but other than that I like the perk the way it is. It’s a risk/reward perk that lets you keep tabs on the killer very often as well as figuring out parts of their build, and I feel like it should have the inherent risk factor that it does. I think giving the survivor more control over when the aura reading activates would take out too much of its inherent risk.
One other thing I also want to point out: Neither perk is ever wasted or useless, even if the killer has no aura reading. Knowing that the killer does not have certain perks or addons and knowing you don’t have to worry about them is also valuable information (and especially if you can relay that info to your teammates) that those perks give you even if they don’t activate a single time.
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It’s funny when it works, but it doesn’t actually work very often. I’ll run it occasionally for fun, but if you are playing to win it is not worth the perk slot.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3630344#Comment_3630344
But you could do something as a killer besides dodge - Franklin's and tunneling. I don't like to tunnel and almost never do it. But I sure as hell tunneled out people back in those days, and that's why. Lots of killers did. If I saw you with a key in the lobby? You were dead. Multiple keys? Then I dodged.
Just a terrible way to feel like you have to play.
Removing that mechanic and 0/1 hook moris was one of the best things BHVR has done, even if it made the associated items nearly obsolete.
Franklin's didn't work if the survivor was smart, all you had to do was at the start of the match put the key down on the ground somewhere and leave it there until it was time to use it.
You could tunnel the survivor who brought the key, but unless they brought a white ward and died with it in their hand (which removed the item from the match to give it back to them), you couldn't prevent someone else from picking it up after they died. So there was still a key in the game even after you killed them.
Luckily I never actually had to experience the old moris, I started playing not long after they were removed.
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Because it wasn't really an "alternative path" to victory as much as it was just a shortcut and much easier way to a victory that wasn't properly earned. Completing generators and then opening exit gates are survivors' 2 main objectives in order to escape, and old hatch + keys allowed you to just bypass part of that with no downside or additional requirements; instead of needing to complete the entire objective you only needed to do part of it.
The only downside to bringing a key into the game was the killer knowing you had it, but that meant very little considering they couldn't actually do anything about it except dodge the lobby. Old mori offerings were comparable in nature and thus why they were also (rightfully) changed to not be that way anymore.
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I haven't had a Knockout game in a while, thankfully.
They should just rework that perk, it's extremely obnoxious when used to its full potential, but for the other 99% of killer players it serves no purpose so you almost never see it.
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These addons were changed:
Videotape Copy: Reworked: Increases condemn range around TVs by 2 meters.
Reiko’s Watch: This addon was nerfed to 25% (but this effect was buffed in the basekit, so the end result is the equivalent of the original version of the addon where it was 50%).
Ring Drawing: Reworked: Hooking a survivor who is carrying a tape gives all other survivors 1 stack of condemned. (This addon was bugged on the PTB to have both the old and new effects.)
Tape Editing Deck: All survivors start the trial with a tape and the target TV is the one furthest away from them (unchanged). Any time a survivor inserts a tape into a TV, their aura is revealed for 6 seconds (new).
Iridescent Videotape: Reworked: Projection doesn’t turn off TVs and doesn’t apply condemned. TVs stay turned off for 20% longer when turned off by a survivor.
All other addons are the same.
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The total number of searches is 3 * the total number of traps. So by default this is 3 * 4 traps = 12 total searches. With 5 traps it would be 15 searches, and with 6 traps, 18 searches. (If you use Amanda’s Letter which takes 2 traps away, then there’d only be 6 searches.)
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@Slaughterhouse3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3629526#Comment_3629526
What do the drones do now? I know they got rid of the insta down which is fine tbh lol we have a lot of insta down killers.
Basically when a survivor gets scanned they get 1 stack of Lock On, after 3 stacks they get a Claw Trap, which makes them Broken for 45 seconds (and if already injured, become deep-wounded) and while in this state any subsequent scans reduce their movement speed by 10% for 6 seconds. (The old effect of Claw Traps breaking vaulted pallets was removed.) If a healthy survivor gets injured by a claw trap they do get a speedboost as if they were hit, but they don’t if they were already injured.
Every time a survivor is scanned they also get shown on the Skull Merchant’s radar for 12 seconds (and they are shown for 45 seconds when they get a Claw Trap); this still increases her movement speed like it did before.
Survivors can’t be scanned if they are crouching or not moving (including while doing objectives), and can’t be scanned more than once within a 3 second timeframe.
When drones are placed, they start in “stealth mode” which makes the scan beams invisible but survivors can see the rotating lights on the drone to identify the scan beams’ positions. Once they scan anyone they go into “scouting mode” which makes the scan beams visible but the drone rotates faster.
Hacking a drone no longer applies a Claw Trap and just disables the drone for 45 seconds.
The Skull Merchant can also freely change the direction a drone rotates (clockwise or counterclockwise) and gets 8 seconds of Undetectable when placing a drone. Drone placement has a 10 second cooldown.
The movement speed penalty for checking the radar was removed and the maximum number of drones was increased to 6 (instead of 4).
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The event toolboxes are the odd one out, not the flashlights.
Event flashlights match yellow flashlights and event medkits match yellow medkits. But event toolboxes are equivalent to Commodious toolboxes, a green toolbox which in most cases is the best toolbox you can have. So if anything, the event toolboxes should be changed to be equal to yellow toolboxes (which would be reducing the charges to 20 and adding +10% sabo speed).
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Old Iri Tag but instead of an instadown it’s an instant mori like Tombstone
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I didn’t think about that but yeah I guess they have to. Not a big deal though since tier 3 is the same.
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@Brai said:
Is the reason MFT didn't work with FTP because it required you to be injured?
Yes, they originally worked together but because of the injured requirement it was considered a bug and thus it was removed.
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@Mandy said:
I'm glad you enjoyed this and found it useful. It's something that I will be continuing to do with the Designers for mid chapters specifically - I've shared your feedback with them. It's actually a very nerve wracking thing to put people through so it's been great to give them some positive feedback.
Hens putting it on youtube has been excellent and we're definitely looking to be able to do something like that ourselves for the next one - I do think having that direct contact is important and things like that we're looking to do more of and utilising the platforms where our players congregate the most. The Discord has been wonderful in supporting us doing these, so shout out to them for moderating it so well.
Having these uploaded to Youtube would be great. I watched it live on Discord (and did with the previous one as well for the Skull Merchant update patch) but not everyone can participate in those since it's at a certain time so having it available to watch later for others would be a good step forward for next time.
I love that these exist btw and getting an early sneak-peek at some of the details in the PTB and getting to hear from designers about certain things. Keep it up!
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@GroßusSchmiedus said:
https://www.youtube.com/watch?v=BGtF_5jH8ww
This should show you just how bad Ruin is and how underrated and slept on Overcharge is.
Ruin/Default = 05:47
Overcharge = 03:03
Ruin is so unironically bad that the counterplay is to just ignore it. When i play survivor with my friends we don't even bother to cleanse it when we know where it is and its nearby, i'm not kidding its that bad.
Its only kinda useful with Surveillance but even then it gets outclassed by Thriling Tremors or Gearhead, which is just 1 Perk instead of 2, and it don't even have the risk that Ruin does as a Hex perk of being cleansed early or spawning literally right next to generators.
Keep in mind that's the old Overcharge though, it's not as good now as it was in that video.
But yeah, Ruin sucks and the upcoming buff won't change that.
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No. 200% regression speed was too high, but 100% is too low. That’s the problem with Ruin. The deactivation on death was fine and should’ve stayed.
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It was way too broken with the self-healing aspect and it was by far the best healing perk in the game. Nothing else even came close. Medkit healing speed is okay, but having healing speed similar to that an infinite number of times for the entire team was not ok, even if you had to go to the boon first. Medkits are only balanced because there’s a hard limit on how often they can be used.
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It has to be 2.5% instant regression, so Hex: Ruin and Fuming Mixtape don't count towards the limit.
Oppression causing other generators to regress also won't count since there's no instant progress loss on those 3 generators either (it will count for the generator you kicked to activate Oppression since that one will regress 5%, but not for the 3 other affected generators).
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Even with the nerf to 5% I think it's still better than it was before, even if only marginally. 24 meters made it really difficult to use without the killer switching to the other survivor instead, 36 gives you more wiggle room so the perk should (hopefully) be a little more consistent overall even with the lower bonus.
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@Sandt1985 said:
So if I kick a gen with Pop, does it lose 30% of its total progress PLUS 5% on top, or is it just the 30%?
It’s 5% of total and then 30% of current after that, same as it is now but 5% instead of 2.5%
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I think the proposed nerfs in the dev update are enough. The perk is still going to be good but those were really the two biggest issues I had with it. The only other thing it might need is something done about its camping potential, but overall it's pretty easy to tell the killer has STBFL once they get a few tokens so I don't think an icon for it is necessary.
Also, Dying Light is shown like it is because it directly affects survivors (a buff for the obsession and a debuff for the others), while STBFL doesn't technically buff or debuff survivors, it buffs the killer.
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@Rogue11 said:
How will this interact with Ruin? If I let a gen start regressing and then repair it for 5 seconds, and repeat enough times, does Ruin not work on that gen anymore?
Only regression events that instantly take off 2.5% or more progress count towards the limit of 8. Ruin doesn't do that so it will still work as it did before.
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The stack loss change doesn’t affect most of the lower tier killers. It does hurt Pig and Trapper, but we all know they should be buffed anyway, and luckily for us, Pig is on the roadmap for changes.
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They should probably make it 24 meters anyway, 16 seems a little too forgiving
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@Peanits said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623624#Comment_3623624
Since Trail of Torment deactivates when the generator stops regressing, yes, the Survivors would need to repair for 5% progress to deactivate it.
Does that mean Surveillance also wouldn't mark a generator yellow (instead of white) until survivors were on it for long enough to stop regression (which would be an indirect nerf since the information would be delayed)? Or am I misunderstanding how this works?
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@jonifire said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3621914#Comment_3621914
That‘s what we have with killers right now. Survivor is infinitely unfun, because of killers getting everything in their favor. Only killers are allowed to have good perks. Skill is nothing that matters when all maps are just garbage reworks.
Not really. Survivors have plenty of good perks too.
Not all of the map reworks have been bad. The ones that were bad were Rancid Abbatoir (too many deadzones/too killer sided), Garden of Joy (barely anything changed/still too survivor sided), Mother’s Dwelling (did nothing about the building so still survivor sided), and Temple of Purgation (overnerfed for survivor and didn’t even really need a rework at all/too killer sided now). But a lot of the other reworks have been good or at least okay.
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All of those old overpowered things are only fun for the side that gets to use them. Being on the receiving end of it was often very frustrating.
The game is a lot more fun overall now that a lot of that stuff is gone. Matches shouldn’t be decided simply by which side brings more overpowered tools than the other. If you had, say, 4 old BNPs, old DH, old DS (pre-conspicuous actions), etc. vs. old Spirit (no directional audio) with old MDR (+40% phase speed) + old Corrupt, old Ruin (200% regression), old Pop, etc., you might have a fair match just by virtue of both sides having brought a bunch of broken things into the game. But if you take that away from one side and they just bring average tools instead, then you likely have a super one-sided match that has nothing to do with player skill and that feels TERRIBLE to be on the receiving end of regardless of which side you are playing.
In short: matches now depend more on player skill than they used to since a lot of the broken stuff got nerfed, and that’s good.