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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • It’s very nice for flashlight saves.

    Other than that, it’s not great.

  • @09SHARKBOSS said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604636#Comment_3604636

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3604637#Comment_3604637

    is it really that hard for you peeps to get 4ks on this map? -not tryin to be mean just askin

    personally i do agree with a slight nerf to the main but also a few (like 1-2) more loops on the edges of the map

    It's not as bad as some other maps but it's pretty bad.

    I agree they could add another loop or two on the edges, sometimes there is a huge deadzone there. Personally if they nerfed the main building, cleaned up the deadzones, fixed the 3 gen issue around the main building, and made the map a little smaller and/or removed one of the cul de sacs (the two long areas on the edges of the map that are dead ends and often have generators at the end), I'd be happy.

  • The best part is that Chucky's Jump Rope is better than Freddy's, despite the former having the lower rarity.

  • The obsession mechanic creates an interesting gameplay dynamic imo. Trying to change most of the perks you mentioned to work more generally without an obsession mechanic would just be taking away a lot of those perks' identities and what makes those perks different from others. And in some cases it would likely require nerfing some of them which would overall just make them boring and less fun.

  • Two Can Play can definitely use some love. Btw though, survivors do get blinded on the 2nd killer stun/blind, it doesn't wait until the 3rd one to start working. The only issue with it is the blind duration being too short. My suggestion would be to make the blind duration for survivors a percentage of the stun/blind duration inflicted on the killer (either 100%, or a little higher) rather than being a flat 1.5 second duration. It being a hex is not actually much of a risk factor because even if it gets cleansed it reinstates itself after 2 more stuns/blinds (it can keep appearing on multiple totems). So that part of it is okay.

    I disagree that Batteries needs a buff though, especially not after they revert it back to the PTB state which is confirmed to be happening. Movement speed is dangerous to mess with and movement speed perks on both sides that aren't exhaustion perks should be niche at best.

  • Nostromo is not and never was a good map. I agree with you on that.

    Coal Tower is good.

    Wreckers Yard is good.

    Both Yamaoka maps are pretty good other than the 3 gen issue.

    New Cowshed is pretty good.

    Old Rancid Abbatoir was good (the new one is too killer sided).

    Chapel is usually good but is susceptible to RNG which can make it bad.

  • No, it does not.

    The generator will appear to be in the regressing state but it will not actually lose any progress for as long as it remains blocked.

  • Hyperfocus is fine on its own. Combining it with Stakeout is when it becomes a problem

  • @shalo said:

    So the addon should say "just before finishing ingesting..."

    It doesn’t trigger when you cleanse, it triggers when the Plague gets her corrupt purge from a fountain.

    So she got her power from a different fountain nearby and it just happened to be right when you were almost finished cleansing and you got interrupted because of it.

  • Because neither of those changes are sufficient on their own.

    If they change DS back to a 5 second stun it will become too easy to weaponize it against the killer again when not being tunneled. That was a problem with the old one, you don’t see it much now because it’s a lot weaker (and against actual tunneling it’s not good enough). They need to make a change that makes it better for anti-tunnel but doesn’t make it better when used aggressively. DS should not be good when not being tunneled, it should be good for anti-tunnel and only anti-tunnel.

    Increasing UW’s cooldown wouldn’t change how strong it is when it’s actually active and would not be enough of a nerf.

  • The main building is a little too strong (mainly the downstairs window that isn’t near the breakable wall, where there’s a ramp on the outside leading to it) and the map is a little too big. It also doesn’t help that the building is in the center which makes it easily accessible for survivors, though this wouldn’t be an issue if the building itself was a bit weaker.

    It’s rare but there can also be a nasty 3 gen around the center of the map with 2 gens inside the building (with the rare gen spawn by the other downstairs window inside) and the 3rd one just outside, that should be looked into.

  • That might be ok for Blight.

    Nurse’s mobility is mostly a myth and is often still worse than a walking 4.6 killer. It’s only strong on two-story maps/buildings or if you’re using the purple double-blink addon.

    As for Xeno I don’t think that’s necessary given that he has to go to the control stations to use his mobility. Also, if survivors are holding a turret at the start of the match looking for a place to put it down, they’re immune to tunnel footstep detection as long as they’re holding it, so Xeno won’t find them unless they have Lethal Pursuer.

  • I think this map is actually pretty fair now after they added back some extra pallets.

    I would still like to see the color issue addressed though.

  • I don’t think that really works for Nurse. Nurse is slow and as such she is fully dependent on her power. She cannot hit anyone without blinking, so her power recharge needs to be fast for that reason, otherwise she would feel really bad to play. The only problem with her recharge time was the recharge addons and those are gone now.

    Increasing her movement speed to compensate for a longer recharge would take away survivors' ability to make as much distance on her which is a significant component of her counterplay.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603914#Comment_3603914

    Slinger nerf was something i did not agree but he is still doing fine. And people was complaining about Slinger, so maybe they took this feedbacks who knows.

    But there is not single complaining about Huntress. I don't know why she is getting changes.

    If anything I would expect a nerf to her camping and/or nerfing the cooldown addons which enable that even further.

    I can’t really see her being buffed tbh.

  • They should make the aura a different color to make it more obvious to teammates.

    If the aura was completely hidden then they could still lead the killer to you on accident having no clue you were there.

  • Are you using anything that makes you undetectable or anything that makes survivors oblivious? Both of those will prevent survivors from being tagged with Killer Instinct (for Legion specifically, since KI range is tied to Legion’s terror radius).

  • @GeneralV said:

    Well, my dear Naturalborn of the Void (or Stars of Darkness, if you prefer that one), I have no idea what that perk is.

    When you down a survivor, any other survivors within 16 meters get 20% Hindered for 10 seconds. 30 second cooldown.

  • It’s a little hit or miss. If survivors are too altruistic it can punish that extremely well and quickly help you snowball a game. But you’re not guaranteed to get any value (and you won’t get any value, if nobody else is around).

    It’s also a problematic perk when used for proxy camping/when a survivor trades at the hook since it negates the BT speedboost (and more).

    Overall, it’s sometimes decent. Not extremely good but not bad either.

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603221#Comment_3603221

    I’ve played many many games and never saw it, and it’s not that I wasn’t paying attention, I used it in 50+ games to test it and used all of the DCB’s that I have.

    The only time I have seen it is whenever I end my phasing and it’s when the Heartbeat pulses because of the awkward timing, but never during my phasing.

    Perhaps that is a bug? Because looking at older videos and even some clips from my gameplay it just straight up never showed. And realistically it doesn’t make sense to have it show their position during phasing since it completely removes the entire aspect of not seeing the Survivor.

    It used to be bugged but it was fixed a while ago (pretty sure this was before it got nerfed).

  • @Iron_Cutlass said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603186#Comment_3603186

    I’m not talking about Killer Instinct by itself, I have thousands of hours in the game, I am more than familiar with how this mechanic works. I’m trying to say that Killer’s Instinct for Spirit works DIFFERENTLY because she is mechanically DIFFERENT and they want to keep this addon “balanced”.

    The Killer’s Instinct marker does not show since you physically cannot see the Survivor WHILE PHASING, instead you get the Killer’s Instinct audio cue since it is the only thing that works while Phasing.

    It’s not the same as other Killer Instinct effects, with Legion you have a marker telling you where the Survivors in your TR are, with Twins you get a constant marker telling you where the Survivors are near Victor (as long as they aren’t crouching).

    SPIRIT WORKS DIFFERENTLY WITH KILLER INSTINCT.

    You DO NOT see a marker at the Survivor’s position. You DO NOT get a direction heartbeat. It only lets you know that a Survivor is within a 3-meter radius of you, which puts them easily with lunge range with little to no downsides to this addon.

    (Also CAPS are not me yelling, just using caps to put emphasis on certain parts.)

    You do get the indicator at the survivor’s position with DCB.

    It’s often easy to not notice it because it’s at your feet or behind you, but I assure you it is there. I just tested it to confirm.

  • It should just be completely reworked into something entirely different.

    The whole point of phase walk is that while it increases your speed, it makes survivors invisible and you have to rely on the environment (eg. scratchmarks, grass moving, a pallet drop, etc.) or sounds to catch a survivor. She should never have any visual cue showing a survivor’s position while in her power (regardless of how accurate), other than cues from the environment.

    Giving any kind of outside visual cue (including but not limited to Killer Instinct) other than what is available to be seen from changes in the environment, completely goes against her core design and removes too much counterplay from the survivors. It removes the need for the Spirit to make as many predictions and makes it too easy for her to avoid mistakes (or at least be partially more accurate), to the point where it makes her too strong. 4 meters vs. 3 meters (or any other range) doesn’t change that.

  • My guess for Doctor is they’ll make part of the Discipline addons basekit and/or 1 meter extra shock therapy range.

    Clown I’m less sure, but maybe 1 extra bottle or another reload buff. If it’s the former, Pinky Finger likely gets nerfed again to -4 bottles to keep it at 1.

  • Honestly even that would still be too much. One use per hook is still more than enough and that's often what ends up happening anyway with the current version.

    The only thing that would really change is that it wouldn't be available at the start.

  • It's impossible to spread out generators far enough apart to avoid 3 gens without making maps larger which is not something they should do. Another solution is necessary.

  • Skull Merchant (even-post rework), Twins, Ghostface

  • Can confirm this, had the same issue. It’s only working correctly with pallets now

  • Yeah Leader should apply to blessing. It should be added to Thana as well.

  • @Zeidoktor said:

    I can't remember if it ever made it to live but I recall a PTB was going to nerf Hillbilly's Engravings add-ons that was reverted/stopped after outcry.

    That got scrapped before it went live (assuming you mean the more recent incident and not way back when Overheat was first introduced).

    @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602379#Comment_3602379

    https://us.v-cdn.net/6030815/uploads/ETXSHHBV1D3Z/20231205-200330.jpg

    I just took that. This is the live version. That line about deactivating after the gens are all done is still there.

    @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3602394#Comment_3602394

    They said they will revert as fast as they can. So it was not ready maybe i don't know. But perk will be reverted to PTB version.

    They mentioned on Twitter this morning it will be changed in the next update.

    Right now it is still the nerfed version.

  • No, it isn’t tunneling.

    If a survivor tries to actively impede the killer using base BT (or any anti-tunnel perk) instead of using it for anti-tunnel and then gets killed doing it, that’s on them.

  • The illusory footsteps are map-wide around you, regardless of where Chucky is.

    Chucky’s real footsteps can only be seen by survivors within 16 meters.

  • The 6.1.2 Mettle of Man rework (2 protection hits but it was lost on conspicuous action)

  • Killer: STBFL, PGTW on generators with a lot of progress - balancing it around current progress was a mistake imo and it should go back to total progress but with a lower regression), Pain Res (especially when combined with Pop or when used to win a 3v1 after tunneling someone out), Deadlock (when used for camping), UW, NTH (range shouldn’t follow the killer), Knockout (niche, but problematic when used to its maximum potential).

    Survivor: FTP + Buckle Up (only when combined, they are fine on their own), Distortion (too unlimited/easy to recharge), Windows, Adrenaline (remove wake-up against Freddy, literally why is this still a thing), Hyperfocus + Stakeout (only when combined, this literally lets you do a gen solo in 60 seconds which should never be a thing), Background Player (not enough counterplay).

    Both sides: Get rid of haste stacking.

  • I don’t. Strongest perks are still too strong and often frustrating to face on both sides right now, even if it’s not as bad as it used to be.

    I want the game to be based more on actual skill and good decision-making, not getting carried by your loadout, your choice of killer/addons, or some overpowered toolbox. That’s not to say perks shouldn’t be useful, but imo they shouldn’t be as strong as some of the best perks in the game right now.

  • Maybe if they removed the whistling sound from it, that would get annoying after a while.

    Not sure if I like it as a Third Seal secondary effect though, a lot of killers have audio cues which are important for survivors for countering their power so I think it would need to be something much more restrictive than that/not long-lasting.

  • Maybe the blind duration should be based on the duration of the stun/blind inflicted on the killer, rather than a flat 1.5s duration (either the same duration aka 100%, or maybe slightly longer). This would be increasing the blind duration in most situations without making it oppressive with Enduring.

  • @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601195#Comment_3601195

    she doesn't get notified when a trap is disarmed? didn't even know

    She only gets notified if the trap actually gets set off.

    @Aven_Fallen said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601195#Comment_3601195

    Nah, she should not get notified.

    Hag is already really good at camping from a distance (with the Traps, if they get triggered she either can get back or simply teleport). Trapper cannot do that, the Hag can spam multiple Traps around a Hook and Survivors would need to wipe all of them away to be able to get away. Buf if she gets notified, she would return immediatly, meaning that the Survivors either have to try to wipe them all away (and risking the Hag arriving at the Hook) or try to run away (which triggers the Traps).

    Trapper would waste a lot of time if he wants to trap a Hook in a way Hag can do that. It only takes seconds for the Hag to do this.

    (In general, I think all Traps around a Hook should be removed once an Unhook happens. This would still mean that the Survivor has to waste time to get to the Hook, but it counters her camping-playstyle)

    If traps around a hook disappeared upon unhooking then I don't think the notification would be an issue. And I'd actually agree with that suggestion, never liked how much she can benefit from that type of strategy.

  • Tools of Torment - I like the survivors but Skull Merchant drags this chapter down massively. There are 9 perks in this chapter and most of them are not very good. I actually like the theme of this chapter but the gameplay was a huge disappointment and completely ruined it (and it still does even after Merchant’s rework). 2/10

    End Transmission - Singularity is fun overall but has some minor issues. Gabriel is a cool survivor, but he came with MFT which made the game a lot worse for 6 months and I'm taking that into consideration as well. Toba is a decent map though after the changes from PTB. 7/10

    Nick Cage - Hilarious chapter that was perfect for Nick Cage, funny voicelines, funny perks, and more. 10/10

    Alien - Okay chapter overall, Alien's anti-turret addons are still a little too strong and he was plagued by bugs for a while after release but overall the killer is in an ok spot after the cooldown nerf. Nostromo isn’t a good map balance-wise, though the visuals are nice. 7/10

    Chucky - Amazing chapter, Chucky is a great killer and having a killer that tiny presented a lot of unique issues and BHVR found a way to solve all of them. 10/10

  • It's actually nice for bypassing Distortion at least.

  • @Crowman said:

    When the 5th gen is completed, the other 2 gens do become completed as well.

    That is true and it may be intentional.

    Would like clarification either way.

  • She doesn’t have enough counterplay.

  • Being able to remove her traps without triggering never should’ve been exclusive to flashlights tbh. It was a good change, though I agree there could be addons that interact with it and she should get notified like Trapper does when a trap is disarmed (this should be basekit and not an addon).

  • Being in deep wound prevents it from doing anything. It also won’t protect a survivor who gets grabbed by the killer.

    Exposed and other insta-down attacks do not counter it.

  • C33, Alch Ring, Blighted Rat/Crow all need to be removed and replaced with new effects.

    Adrenaline Vial should either have some of its upsides toned down/removed, or be reworked. It has way too many different improvements to his power for a single addon, even with the significant penalty that comes with it.

    Compound 21 should either be nerfed (less duration and/or reduced range) or reworked.

    And while we're at it, make Placebo Tablet an actually usable meme addon. It's completely pointless right now.

  • Very solid perk. Drop a pallet at a high-wall loop and you can’t get mindgamed for 6 seconds + see exactly where not to go if you don’t want to bring the killer to at least one of your teammates.

  • Would be hard to balance especially if you have a bunch of luck offerings/Up the Ante stacking, like 1% wouldn't do much but 30% would be overpowered with certain builds.

    I’d rather luck affect chest item rarity instead.

  • The only thing I dislike about NTH is that the range moves with the killer after kicking a gen. I think if it was just within 24m of the generator instead then the perk would be fine.

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