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sizzlingmario4

sizzlingmario4

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  • He doesn’t need a buff.

    But hypothetically, if I had to just say which is the most impactful from those options, it would be making him 4.6. Since he has a smaller hitbox than other killers, he can loop more efficiently and it’d make him feel like he has the fastest walking speed of any killer even though it’s technically the same as most others.

  • I think they should just remove hooks breaking on death. It’s an outdated mechanic that’s not really necessary and it rarely hinders the killer much except when it creates annoying situations like this where there’s a hook deadzone. You don’t always have control over it as killer either, sometimes you can prevent it but sometimes you can’t.

  • @Xendritch said:

    My guess is they might think it's a bit much with Rapid Brutality so it's gonna get hit from 8 stacks to 6 stacks. Alternatively they could keep it at 8 stacks and nerf the boost from 5% to 4% which would probably be overall worse so hopefully it's the first thing I mentioned. I'd be very sad if it was anything more dramatic than this.

    Maybe hot take but the STBFL + Rapid combo is extremely overrated. STBFL is still doing most of the heavy lifting and is by far the better perk (and is a little too strong).

    Rapid Brutality is only good on Singularity and maybe Spirit.

  • I think it just needs to be 4% per token, M2 on obsession loses stacks and something done about its camping potential, anything more than that would be overkill. It doesn't need to be completely gutted.

  • Can confirm this is an issue.

  • Yeah, injured noises vary among survivors. I think Ace is generally agreed upon to be the quietest. Ada is also quiet. Jeff is extremely loud.

    The devs have stated they want to make these sounds have similar volumes in the future however.

  • I disagree. I wouldn’t want it to work with Blast Mine as a survivor since that’s usually outside of chase (so you’d kinda be wasting your exhaustion) and it wouldn’t work with Head On since that makes you exhausted. This means the only real use for this buff would be running it with DS which I think doesn’t deserve it as long as it can still be used aggressively/to get in the killer’s way while not being tunneled. We know DS changes are coming next year and don’t know what that will look like, and the devs already removed Enduring affecting DS in the past so they wouldn’t have to balance it around that. I don’t think this is any different. DS should be balanced to be good for anti-tunnel on its own, not only when combined with another perk.

  • Were they not getting Exposed even after hooking another (non-obsession) survivor? Hooking the obsession will transfer the obsession to a new survivor and cause that survivor to scream, but does not apply any additional effects at that moment. You’re not meant to retroactively get the Exposed effect at the same time as that, you need to get another hook on a non-obsession for that to happen.

  • The Knight is currently disabled due to an exploit with his power. Unfortunately, this means you won’t be able to play him until the issue is fixed which likely won’t be until after the holidays.

  • @Shroompy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3614811#Comment_3614811

    Dredge has possibly some of the longest down time of any killer. Outside of Nightfall he has one of the slowest mobility tools in the game, and he has a pretty hefty cooldown of 12 seconds. He cant really use it in a chase since if hes right behind you and you see him disappear while looking at you, theres a pretty good chance hes trying to cut you off

    Breaking locks is something he can do yes how ever you can use the single lock trick to slow him down quite a bit making him either have to teleport to that same location twice or he has to walk over and break it. If youre not aware of the trick its when 2 lockers are side by side, you only need to lock one of them as the teleport prioritizes locked ones.

    The Remnant is an ok anti loop ability. It slows him down heavily and a good chunk of the time you can just run away from the loop.

    Nightfall is meant to disorient Survivors, if you want to shorten its duration you can run into the Remnant.

    The Dredge cant see your aura during Nightfall, he only gets killer instinct for a short time if youre within 16 meters of the locker he teleported to.

    Dredge negates locker based perks just as much as Huntress or Trickster. Either way its risky.

    This is all without mentioning that hes probably the most map dependant killer in the game. Playing on Haddonfield and playing on Midwich might as well be 2 completely different killers.

    Destroying the remnant doesn’t reduce Nightfall time (and never did). It was originally in his power description but it was never actually a thing. The devs removed that line from the power description at some point so it’s not there anymore.

  • He needs a lot of minor changes imo. Nothing drastic, but it feels like he has a lot of smaller issues that add up to a lot. I love Dredge, I’ve been playing him since his release, I just hope he gets looked at sometime since he hasn’t had any changes since shortly after his release and he kinda needs them.

    For one, some maps need more lockers. Map RNG (and associated locker and generator placements) are too much of a factor into his strength. If you get a map with not very many lockers, or get generator spawns that aren’t near lockers, that hurts Dredge a lot and there’s nothing you can do about it as a player.

    Second, locks are a little too punishing. Maybe hot take: I’m completely fine with the double locker system where you always go to the locked locker; trying to select individual lockers in a cluster (like you could try to do on the PTB) was very finicky and hard to do properly. I’d rather see the base time to exit a locked locker reduced to 2.5 seconds instead (and decrease the Haddie’s Calendar effect from -1 to -0.5) to make locks a bit weaker while still being effective.

    Third, he’s too loud. You can easily hear him coming in Nightfall (even if you don’t see him) because of how loud he is and you can constantly hear him through walls too. I’m fine with the Remnant holding speed being a bit slow, I think it’s good for survivors to have adequate counterplay, but being able to hear him that easily hurts his mindgame potential a bit and diminishes how effective Nightfall can be.

    His addons are also a bit of a mess. He has some that are actually really good, but some others that are useless. Malthinker’s Skull is by far the best Nightfall-building addon (probably even too strong tbh) and all the others for faster Nightfall building are just terrible. It doesn’t take long for Skull to give you the value you would’ve gotten from any of the other ones (Fallen Shingle, Wooden Plank, Burnt Letters) and then it just continues giving you more, making it by far the best choice for that. War Helmet and Air Freshener are also not that good.

  • This event is great. It’s simple, but fun, and doesn’t impact normal gameplay much at all. Some recent past events favored one side too much over the other but this event doesn’t do that at all which is good.

    I will say, exiting a snowman as killer can be a little disorienting, but that’s a very minor complaint. Overall I absolutely loved this event and I hope the snowball fights come back in the future.

  • They said on the killswitch list he is unlikely to return before the next update since the holidays are coming up.

    So yeah he is likely gone until the midchapter which, if prior years’ release schedules after Christmas are any indicator, is presumably sometime at the end of January.

  • I’ve noticed that if you’re in a locker when Friends would change the obsession, you can’t be picked as the new obsession and if all remaining survivors are in lockers then it just doesn’t switch at all.

    Unsure if intended or not, but I believe that’s what’s causing the behavior you described.

  • It’s just a bug, sometimes he just doesn’t get uncloaked/get the longer stun. Sometimes it works fine. There hasn’t been any intentional balance change made to it and it is still supposed to uncloak you.

  • @Devil_hit11 said:

    the tricky thing about mettle of man is that buffing it to have an easy trigger condition means that 4 people can run it and trigger an extra hit. that is too strong especially if your getting super endurance every single hook-stage. at the same time, current of MoM almost never triggers in regular survivor gameplay without you consuming an exceptional amount of time.

    I don't think they can rework MoM to activate it upon completing a generator. The whole theme of Ash Williams perks is that he lives by danger and dances with danger. that is why all his perks are related to sabotaging the killer's chances and getting into the killer's face. Buckle up, pick up people in the killer face only to escape, Flip flop- Leave me on the floor and I will escape, MoM Take hits and I only become stronger. I don't think they will change his perk themes because it fits Ash perfectly.

    One buff they could try on MoM is that if you power the exit gates, MoM becomes active. This would make it one of strongest end game perks. Adrenaline is very popular perk so this perk could be alternative to Adrenaline while also being possible to stack with Adrenaline creating a very powerful end game build.

    I would just remove the whole “after you heal back to healthy the killer sees your aura” part and instead after you use your extra hit then it just deactivates and resets immediately, instead of needing to be downed to reset it.

    Other than that I think MoM is fine the way it is. I don’t feel like it should be easier to earn.

  • Mirror Shard is decent. It helps in situations where you stalk a survivor and then they go behind a wall, then you still know where they are for a bit afterwards.

    Reflective Fragment is just a worse version of that, and Glass Fragment is useless unless you’re also using Scratched Mirror, since it’s EW1 only.

  • AFC only activates in pretty strict conditions and isn't widespread enough to warrant putting hook grabs back in the game.

    It's still very possible for killers to proxy camp and move closer to the hook when they see a survivor coming in for the save (which slows/stops the AFC meter). So hook grabs should not come back.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3610432#Comment_3610432

    You should consider swapping out one of those boons for Overzealous, it brings the whole thing together really nicely. The time spent setting up your chosen boon also gives you more generator repair, on top of the toolbox you brought in.

    That's my answer to the OP's question, at least. Overzealous, paired with a boon and Detective's Hunch. Really nice build.

    Yeah that sounds fun too. I’ll try that later today

  • You can counter guards camping by unhooking, it will make the guard go away if they’re hunting you.

    I agree Victor should count though.

  • Scavenger.

    Even though it got nerfed from PTB, it's still good. You just have to be smart with it and don't trigger the 5th skillcheck at a time that is disadvantageous for you. Get the first 4, then wait to hit the 5th one until you have something else to do like healing or unhooking someone, or alternatively, be like me and run it with a boon build and you can go do a totem while waiting out the penalty so you're still being efficient with your time. (The full build is Scavenger/Circle of Healing/Shadow Step/Detective's Hunch)

    @fussy said:

    No one mentioned Gearhead still? Really? One of the most underrated perks right now.

    Gearhead is super underrated. I really like using it on Wraith personally.

    @UndeddJester said:

    I keep trying to use Empathetic Connection with Autodidact with hopes of getting a "Come to me my child" build going...

    So far it's been maybe 1 game out of 30 games where it has actually done something and my team has figured out to come to me for heals... the rest of the time I finish the game sat on 2 stacks 😭

    Edit: more often than not it leads to rage when said teammates can see my aura working on a 90% complete generator in the middle of a 3 gen, and decides to bring the killer straight to me.... it's like I know you can see me man!!!! 🤬

    I've been running this ever since Empathic Connection released - it's one of my favorite combos to use. Autodidact by nature doesn't work every game but when it does it feels SO good and it helps counter Sloppy too.

  • They should just stop changing the gen auras to orange during events so this isn’t an issue anymore. All generators are event generators anyway so the color being different serves no purpose.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609170#Comment_3609170

    Yeah, its really terrible when perks combo together to be useful.... What a shame we can't have a perk combo with enduring....

    Yeah but it’s already good as is with Enduring and doesn’t need to be stronger with it. But without it, it’s nearly useless. Perks shouldn’t HAVE to be combined to be useful, unless it’s something like Undying where that’s the whole point.

  • The blind duration is too short for it to do much. Thing is, if we just increase the blind duration then it'd be too good with Enduring.

    To get around this, it should be changed to be based on a percentage of the killer's stun/blind duration (100% or maybe slightly more). This lets it be buffed without running into that problem.

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609155#Comment_3609155

    Omg really... I never noticed. Thank you for informing me.

    Yeah. The window side also used to stick out more, it still does but they shortened it a little.

  • @LoloMTL said:

    Sorry, but I have already tryed that several time with killers, and it was impossible before.

    You can only do it if all the generators have been completed and the EGC hasn’t started.

    Opening a gate in this manner will force the EGC to start.

  • They nerfed that loop when they reworked Cowshed (it’s nerfed on all Coldwind maps though)

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3609089#Comment_3609089

    anniversary would be fine without that exposed part, that was kinda broken on some killers. It was quite fun otherwise imo.

    Yeah it would've been better without the Exposed part, I agree.

  • Events that have little to no impact on gameplay are almost always better.

    This year's anniversary and halloween events were way too unbalanced.

    I'm enjoying this event so far.

  • I wish it was tied to a different button instead of completing replacing the ability to quickly enter a locker. That way you could do either one and trick the killer into thinking you used Deception especially if they already know you have it. Then you could run it with Head On if you wanted.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608569#Comment_3608569

    That's interesting. May I ask, how do you know this? As far as I am aware there isn't a lot of information about how this works. Also, are you sure the second and third factors are calculated that way? That looks a bit weird, considering that the positive efficiency parameters are added into one factor.

    It would make more sense to me, if both of these these were added in the same factor again (like Resilience and PTY). Then you'd have one factor that is the value for survivor efficiency and one for penalties. It's just so aesthetically unpleasing. 🤔

    There's a guide on how this works here:

    For a lot of people, math isn't our strong suit in the first place. Add in dozens of perks, powers, add-ons and more that affect action speeds and things can get really confusing, really fast. But for those so inclined to bust out a calculator and figure out how long something will take- we've got you! In this post, we'll…

    The reason the penalties are put into separate factors like that is because if they were combined into one factor, then it would be possible to reduce the action speed to zero, which would mean it would take an infinite amount of time to do something (the action would never progress at all). By separating them out, that becomes impossible.

  • @Mandy said:

    Encouraging people to play in a certain way is very difficult, we give perks to survivors to counter tunnelling - has that encouraged killers not to tunnel for example?

    You can only do so much, you can give people the tools, it's up to them how they use them.

    We even have perks for those that do not want to play as a team, Sole Survivor comes to mind.

    Being in a game as a solo queue survivor and realizing you have a teammate who is only in it to wait for everyone else to die so they can escape with Left Behind/Sole Survivor is extremely discouraging for all the other survivors in the match who actually want to work as a team.

    I realize that survivors need to look out for themselves sometimes and that's completely fine, that's just how the game is, but there are still 4 survivors in every match and I don't think using those perks to play selfishly should be a desirable strategy as it makes the game worse for everyone else involved, both the other 3 survivors and the killer too. It's one thing if you tried to do generators, loop the killer, unhook/heal teammates, etc. and the match still went south and it's clear that the killer is going to win, so now you have those perks as a backup plan. That's fine. But it's another thing when a teammate hides for the entire game/almost the entire game and makes little or no effort to progress the game in any way even when a game is still within reach for survivors (or would be within reach, if it wasn't essentially a 3v1).

    To be clear, I'm not saying survivors always have to be altruistic. There are some cases where it's not realistic when the game is essentially already over. But working as a team should always be encouraged the most, at least up until the point that a game is clearly lost for the survivors. Seeing 3 survivors working together, and ultimately fail, only to then see the 4th survivor get an easy escape with a perk or item after making little or no effort to help their teammates, is frustrating regardless of whether I'm one of the 3 dead survivors, or whether I'm the killer who just got an easy and uninteresting win because only 3 survivors were trying to finish the generators and help their team. I don't want to be handed free wins as killer just because my opponents were basically missing a teammate. That's not fun and it's even less fun for the other survivors.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608539#Comment_3608539

    Thank you. I wasn't sure how the modifier of PTY works. It could be an added value percentage or a multiplier but since most things in DBD seem to work as multipliers, your calculation makes sense.

    I will now shamelessly edit my math in order to avoid spreading misinformation. 😜

    It’s an added percentage of the default repair speed. But then the penalty takes all of that into account and is applied multiplicatively.

    It might make more sense if I give you an example with multiple modifiers.

    If you had, for example, Resilience + Overzealous (let’s assume dull totem, so 10%), and then the killer had Pentimento + Thana (with everyone injured), then it’d look like this:

    (1 + 0.09 + 0.1) * (1 - 0.3) * (1 - 0.2)

    (1.19) * (0.7) * (0.8)

    0.6664c/s

    I hope that helps.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608528#Comment_3608528

    Yes, but the game compares it to the efficiency the 2 of you would have on different gens. If you were to work simultaneously on different gens, you'd both make 1 c/s of progress, right? Because that's 2 of you working on gens, you make 2 c/s of progress distributed on 2 gens. Now, if both of you work on the same gen, you get the efficiency penalty and only work on a 0.85 c/s progression each. Together that's a 1.7 c/s progression rate.

    With PTY and 2 people you get a 10% extra speed, which leaves you both at an individual: 0.85 c/s + 1 c/s x 10% = 0.95 c/s. So each of you is still slower than normal, which leads to the combined repair speed of 1.9 c/s.

    It's a little worse than that because the 10% bonus gets the 15% co-op penalty as well.

    It would look like:

    (1 + 0.1) * (1 - 0.15)

    (1.1) * (0.85)

    0.935 for one survivor, then double that for 2 survivors so you get 1.87c/s.

    (This is also why even with the old Prove Thyself when the bonus was 15%, the repair bar was still red because the 15% bonus getting penalized too means you're still slightly below 1c/s per survivor)

  • Because Batteries on its own wasn't the problem.

    The problem is that it's allowed to stack with other stuff, which is something they should remove for all haste perks imo.

  • Eruption was still very bad design even before it got buffed.

    Incapacitated is just not something that should be used on perks. It only works in situations where survivors have to do a specific thing to get rid of it (like removing Victor or putting a turret down against Alien). Having it on a timer with no way to accelerate it just leads to standing around doing nothing which is very boring and unhealthy.

  • It's a real post. They posted this on their Reddit AMA thread.

  • Wait they replaced all the "killer tweaks" in the March-April section with Singularity update.

    Interesting.

  • I don’t have any specific ideas, but my guess is they’ll rework Shadowborn into a different kind of tracking perk since Wraith’s perks are supposed to be about tracking.

    Monitor they should just remove the FOV modifier and leave it as is, it still has the terror radius modifier and that’s what people really use the perk for anyway. It doesn’t need an additional effect.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607654#Comment_3607654

    There are far "cheaper" killer perks with no warning; Devour Hope and NOED come to mind. And it doesn't need to be made harder, because it's already hard, which is why no one uses it.

    Those perks are hexes and only activate under very strict conditions. And survivors get warned about devour before you get to mori anybody. I’d hardly call them comparable to Dissolution.

    It’s not hard to activate Dissolution. It doesn’t get much use because it’s inconsistent and often doesn’t get actual value when it is active. If I was going to buff it I’d just increase it to 25 seconds instead.

  • Would be too good imo.

    I don’t think it even needs an extra effect, they can just remove the FOV increase and it’ll still be fine.

  • @Batusalen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607619#Comment_3607619

    You're missing the point, obviously. The point being that a "trap" perk should not warn the victim about it's existence. Simple as that.

    It would feel incredibly cheap for survivors if it had no warning in its current state.

    For it to be balanced with no warning, it would need to be a lot harder to activate/much more situational than it is now.

  • Distortion got buffed to be infinite, that's when it became a problem. Before that it didn't have enough tokens (it was capped at 4 with no recharge) but now it gets too many. There's nothing wrong with it having a recharge mechanic, the problem with it is that it's too easy to recharge unless you're against a stealth killer. I think it needs a different recharging system that makes it a little harder to replenish while also keeping it more consistent across different killers.

    STBFL has been really strong for a long time and has always been strong in camping scenarios and for certain killers who can save stacks with their M2, but it got an indirect buff in 6.1.0 when the default basic attack cooldown was reduced (and survivors’ speed boost when being hit was reduced which also made STBFL stronger). Once that happened, that kind of pushed it over the top imo.

  • Addon changes, yes.

    110%, absolutely not.

    1. Deliverance doesn't need a nerf
    2. Maybe. Not sure
    3. Completely agree, that combo is broken and needs to go
    4. Agree for Pain Res, not for Pop
    5. Increase the regression speed to 125% instead. Deactivation on death should stay
    6. Agree with the hook stipulation but that's not the only problem with STBFL
  • I don't think it's necessary anymore now that the survivor action HUD exists.

    I do think they should add some more stuff to the HUD icons though including the ability to see progress on healing, totems, exit gates, etc. (like how it works for generators and dying state recovery) and other survivors' anti-facecamp meter.

  • Just reduce the aura reading to 7 seconds and it’s fine


  • @Archol123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606651#Comment_3606651

    That is not at all how this works dude... +5% just means 0.2 m/s additionally... regardless of how fast you are.

    How fast you are DOES matter.

    With Rapid you’re getting 5% of 4.6m/s for 7.3 seconds and 5% of the weapon wipe cooldown movement speed (which is almost nothing) for the other 2.7 seconds.

    It is not strictly based on survivor running speed.

  • Maybe hot take, but imo it’s genuinely better for the game if Self-Care is bad.

    For self-healing to be balanced it either needs to be limited or very slow. Self-Care is unlimited.

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