sizzlingmario4
sizzlingmario4
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No because it gives you an unlimited range and it works both ways (they also see you). In its current form it’s about the same strength as Bond imo. If it never deactivated it would be the best teammate-info survivor perk in the game.
It triggers on healing actions as well btw, doesn’t have to be an unhook and it can also be them unhooking/healing you.
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It's still good just for the healing-Endurance effect or if you get hit off the hook with base BT.
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I noticed this too, the part where the killer turns towards the pallet when first starting the break action is definitely faster than it was before.
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I think it’s likely they reduce the detonation delay on the shock (aka partial-basekit Discipline addon).
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Streetwise is okay.
Overwhelming is one of the worst perks in the game. It’s very unreliable, you don’t even know when it’s working, and survivors can just stop using their item if they see it and save it for when they’re out of your terror radius, unless it’s a flashlight. If you want to counter medkits, Coulrophobia and Franklin’s are both better at that.
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If I’m killer and a survivor is doing a glyph, I’ll usually let them get the glyph and then hit/down them.
I typically don’t bother doing glyphs myself mid-chase as either role, I’d rather go back and get it later than risk losing a survivor or giving the killer an easy down especially if they don’t respect the glyph, which they might not.
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It’s zoomed in more than usual and the camera is very weird during fatigue. When fatigue ends, the camera snaps back up almost instantly (much faster than normal) and it’s extremely jarring.
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I don't think the 200% speed really has enough counterplay.
A healthier buff would have been reducing the Exhaustion duration to 20 seconds instead.
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Extremely addon dependent killer who has almost zero skill expression whatsoever and should be reworked. Pressing a button to immediately shut down a loop with no further input, prediction, or skill from the killer should not ever be a thing. But his power also feels terrible to use without Map of the Realm and Call to Arms (but especially MotR).
Only reason he’s more tolerable to face than Skull Merchant is because he’s not as strong overall.
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3597794#Comment_3597794
You think it’s fine she has almost no power on indoor maps? Especially Lerrys?
That’s not an issue with Huntress, that’s an issue with indoor maps in general. A lot of killers get negatively impeded by them.
Buffing her to a point where she’d be good on Lery’s would make her overpowered on other maps. If anything it’s the maps that should be changed.
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Yeah, was messing around in customs and got this gen layout. I'm standing in the corner of the map, that 3-gen cluster towards the center of the screen is around the car loop in the opposite corner of the map (so ahead and to my left is the killer shack, ahead and to my right is the main building - you can see the main building generator as a reference point). Within the 3-gen cluster in the center of the screen, the generator furthest from that car loop corner is not quite at the center of the map opposite from the main building, so those 3 generators are all very close together. And then the other two on the right are close together as well meaning there are 5 generators on that side of the map with 3 of them in extremely close proximity. There was no shack generator or anything between shack and over halfway across the map from there.
Please look into this, this should not be possible.
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Chucky's in a very good state imo. Strong power but also has counterplay. I think the Scamper nerf was enough to make it more fair and the extra 20% range on Slice and Dice feels good.
I was a little surprised to see the Rat Poison addon buffed from the PTB though, it kind of feels like Compound 21 where it just takes away too much mindgame potential for the survivors. I think that should be reverted to PTB strength (same effect, but 8 meter range instead of 12). Hair Spray and Candle is also still kind of bad despite being buffed and could probably get another buff. The rest of the addon changes from PTB seem fine.
He also seems a little difficult to blind at pallets compared to most other killers, does he have a smaller blind hitbox? It's normal for flashlight saves since you have to blind the ghost instead but when breaking a pallet it seems unusually difficult to do a flashlight blind correctly.
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I think 115 Trickster may just not be a feasible idea. It made him much stronger but required nerfs in many other areas of his power in order to balance that strength, to the point where he doesn’t feel good to play anymore.
I was hoping some nerfs from the PTB (which he got) would put him in a good state since he was too strong on the PTB, but he just feels kind of sluggish now. Facing him is about as unfun as it was before and playing him feels overall worse, with the exception of the recoil removal (which was a good change). I don't think he is actually weak since he is a 115 killer with a ranged ability, he just feels bad to use because in order to give him that, so much had to be taken away from him to make him not overpowered, which makes me question whether making him 115 was actually a good idea or not. That's just my two cents.
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She doesn’t need a buff though. I have no clue what they’re planning for her.
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Bug for sure.
You are Broken, you should not be able to be healed.
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It’s completely fine the way it is imo. I get it’s annoying if 1 or 2 survivors keep doing dull totems but if that’s the case, they need to be responsible and cleanse the rekindled totems because they know where they are. If they don’t, that’s on them. It’s a team game.
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My only issue with it is that it's good with camping. In normal gameplay I think it's fine.
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I'll be happy if it's made more useful for actual anti-tunnel, it's not good enough for that in its current state and could use an improvement there. However, it needs to be in a way that doesn't make it significantly stronger for using it offensively/combining it with UB and bodyblocking the killer knowing they can't do anything about it. The 5 second stun genuinely was too punishing when that was the case. It needs to be a good anti-tunnel perk and ONLY a good anti-tunnel perk, not a "interfere with and bodyblock the killer for free when I'm not actually being tunneled" perk.
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Just increase the bonus to 5% per token, doesn't need anything more than that.
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Two Can Play can be reactivated multiple times after being cleansed. When the hex is removed by a survivor, it will deactivate, but after 2 more stuns/blinds it will activate again on another dull totem.
This is intended.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596913#Comment_3596913
For every one of those examples i can give you other ones as well.
There was tons of backlash over what MFT was going to do, and yet it took them 6+ months to finally nerf it for example.
That I will give you. There was no reason that perk should've been in the game in its previous state for as long as it was.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3596839#Comment_3596839
The community also backlashed with the billy changes when all he needed was instasaw removed. But it still went through.
While that’s true, that was 3 years ago and I think they’ve gotten better since then. When they tried to nerf the Engravings addons earlier this year and saw all the negative feedback, they reverted them. When they tested 24 second healing on a PTB and saw all the negative feedback to that, they went back on it and nerfed medkits instead which was exactly what should’ve happened the first time. They canceled basekit UB after seeing how many problems it created. And more.
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I thought they actually did a good job with Onryo 1st rework, but I know I’m in the minority with that opinion.
Skull Merchant though, yeah she’s a disaster and tbh I’m not sure she can even be fixed at all. There are just too many problems with her and the basic ideas of her power that I’m not sure can be changed without completely stripping away her identity.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595892#Comment_3595892
My guess is they make her 115 but make it so you have to land 3 hatchets to down now. Because of the new "orbital strike" strat that is going around with her making it so she can insta down people once you practice enough.
Can't anything skillful making more killers viable now.
If they actually do that I'd like to hope there'd be enough community backlash to get them to revert it. She doesn't need any of that and she is a popular killer.
If she needs any changes at all it would be adjusting her addons but they did say it was basekit adjustments so honestly I have no idea what they have in mind for her.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595753#Comment_3595753
hemorrhage is not main complaint of sloppy. main complaint of sloppy is mangled. I mean this makes sense. Mangled was not complained because survivor had extremely broken med-kit that granted 100%-150% healing speed. it was difference between 16s heals and 20s was almost non-existent. This was even less the case when considered green med-kit would heal you in 13.33s instead of 10.8. Med-kit got nerfed so they're adjust mangled because it is "oppressive" to have 24->30 second healing. Anti-heal perks counter healing? Illegal.
I think that has more to do with the medkit nerfs than it does with Sloppy itself. Sloppy often turns into the scapegoat because it’s the only anti-healing perk that’s actually good. Most others have too many conditions to be worth or are too hard to get good value from.
Since applying Mangled was the only thing Sloppy really did prior to the Hemorrhage rework (old Hemorrhage was useless and pretty much a non-factor, basically not even worth considering) and Sloppy barely got complained about before that (and even before Circle of Healing dominated the meta for 1.5 years), that leads me to believe that the Mangled isn’t the issue survivors have with it. After the Hemorrhage rework I began seeing more complaints about Sloppy even before the medkits were nerfed, so I feel like it’s a combination of that + the medkit changes.
Either way, I think we’re in agreement that Mangled isn’t actually a problem. (And also to be clear about my opinion on the medkit nerfs: the nerfs were 100% necessary and good for the game.)
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592654#Comment_3592654
I'd say a sweet spot right now would be to reduce the laceration amount to 7. Meet it in the middle.
I don't know. I'm not really convinced yet that this rework isn't just an overall failure. It seems like nobody really likes how he is now on either side, Trickster players dislike the changes and survivors still don't have fun against him.
It's also hard to say considering Main Event knife throwing speed seems to be bugged (slower compared to before), unless that's just a side effect of the throw rate nerf from PTB, but I feel like if that was intended then they would've mentioned that.
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I agree. I don't know why this is still in the game. It serves no good purpose.
While you can sometimes avoid it by managing which hooks you use for sacrifice, you don't always have that option especially if someone goes down in a corner of the map, in those cases sometimes you only have 1 hook close enough and if it's destroyed then you just can't do anything.
I get that it doesn't happen very often and overall isn't a big deal for that reason, but when it does happen it is extremely frustrating to be forced to wait for a bleedout.
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They did change one other thing after the PTB that wasn't in the patch notes, the ramp by the pallet on the right side of the building was moved closer to the front of the building. This makes it harder to use the dining room window repeatedly since it takes longer to get back to.
Definitely not enough changed though, it's still a bad map.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595685#Comment_3595685
I don't think so. whenever they weaken killer perks. they're often made useless such as reduced recovery time from 5% to 3%. The only reason why they're doing it is to promote that useless rapid brutality perk.
Obviously sloppy butcher applies mangled very easily, they'll probably nerf it to something like every time you hook a survivor, mangled status effect is cleared. "This changes promotes spreading pressure and promotes mangled to be used as split pressure tool".
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595515#Comment_3595515
everyone knows how pointless hemmorage is, everyone runs sloppy for mangled effect. this was true before change and it is still true post-change. so it is obvious they're targeting mangled.
Hemorrhage isn't pointless. While I agree Mangled is generally the main appeal of Sloppy, Mangled being there also makes Hemorrhage better and I think that's where most of the frustration with the perk comes from because each status makes the other one stronger. So, reducing its Hemorrhage effect will solve that issue and keep the perk good as long as the Mangled aspect of it remains the same. I rarely saw anyone complain about Sloppy Butcher prior to the Hemorrhage buff.
I do not think that Mangled needs to be changed at all.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595660#Comment_3595660
That's what I would hope for.
It does promote tunneling, unfortunately, but I don't know if anything can be done for that barring a basekit tunneling change.
Disable it near hooked survivors and for like 3 seconds after so downing the unhooker and then immediately going for the tunnel with the reduced cooldown isn't a thing anymore.
I don't think that's the only change STBFL should get, but it addresses that specific issue.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3595165#Comment_3595165
If Mangled and Sloppy are overtuned, there are two ways:
- All perks for healing will nerfed along with SB and mangled, but way more harder. Cause now they provide multiple times better effect than Mangled does.
- You admit your hypocrisy and one-sided interest.
This is the only situation in which a Mangled nerf would be acceptable imo, they'd have to nerf survivor heal speed perks as well. If they decide they want healing times to be more consistent across the board and that both need to be nerfed in order to do that, I'm fine with that. But nerfing Mangled standalone would make healing times too fast I think (and vice versa, if they only nerfed the survivor heal speed perks, then anti-heal might become too strong/frustrating to face on average).
If I had to make a change to Sloppy I'd reduce the Hemorrhage regression rate (for Sloppy specifically, not in general, so like how it currently increases the regression rate by 25% -> just flip that effect around the other way for slower regression). I don't think Mangled is a problem at all.
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Disagree. They need to equalize the survivor sounds but IW is perfectly fine as it is.
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They don't need to murder STBFL to uselessness, but it does need to be nerfed.
Sloppy/Mangled I'm a little more concerned about. If anything needs to be changed about Sloppy it's the healing regression, not the Mangled effect. But we'll see what they do.
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No, they are now DLC perks again as of today's update.
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Most of what's listed here seems good. STBFL and UW definitely need to be nerfed, though seeing Mangled on the list is a little concerning. I'm fine with them nerfing Sloppy Butcher but I don't think Mangled as a whole is really an issue.
Decisive Strike hopefully gets a little better for anti-tunnel but I don't want it to be significantly stronger for its offensive capabilities. I'm also not really sure why it still has a hard skill check anymore.
Also curious what they have in mind for Huntress, she's about the last killer I would have expected to see on that list.
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It’s something only certain killers get as part of their power or through addons; there aren’t any perks that use it.
Freddy and Myers have no way of getting it. The killers that use it are Spirit (addons), Legion, Ghostface, Pyramid Head, Twins, Nemesis, Pinhead, Artist, Onryo, Dredge, Wesker, Knight, Skull Merchant, Xeno.
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Dredge thing sounds like a bug.
For Legion, the survivor has to actually hear your terror radius to be affected by Killer Instinct. Even if you weren’t running anything that could prevent that, it’s also possible they became oblivious through a blue glyph penalty which would block Killer Instinct.
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Most recent killers have been buffed from PTB to Live or buffed shortly thereafter.
Artist did get nerfed from PTB, Xeno got nerfed after 2 weeks (which was only reverting a buff from PTB that made him too strong, overall he was still buffed from PTB to Live), and Trickster is getting nerfed from PTB.
Sadako got buffed from her 1st PTB (and has since been reworked; and then buffed from her 2nd PTB), Dredge got a minor buff (excluding PTB Nightfall being terrible bc that was a bug), Wesker got mostly buffs from PTB (and the one nerf he got was halfway reverted 1 week later), Knight got buffed, Skull Merchant got buffed, Singularity was buffed twice. And Chucky got a couple of nerfs but is also getting a buff with it.
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That’s what I’ve wanted it to do for a while but only for a limited time, for example gain 1 token each time a gen is completed, while you have at least 1 token you press a button and it makes your terror radius mapwide for 20 seconds, at all other times it would just be the +26% like it currently is.
Making it mapwide for the entire match would be a balancing nightmare and too good with terror radius perks.
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It’s actually pretty good now. I like it best on hit and run builds, but it can work in other builds too. It’s also one of the few aura perks that can chew through Distortion somewhat efficiently. Most other aura perks can’t keep up with its recharge system at all.
Pre-6.7.0 Gearhead was terrible because it only showed one aura per activation and that made the effect super easy to miss/not even notice because it didn’t have a sound cue or anything like Alert does. That can still happen with the new one, but since it can trigger multiple times during the 30 seconds it’s active, it’s not as big of a deal now.
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It absolutely needed to be nerfed.
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It did need a nerf, but it was nerfed a little too much. The regression speed should be just a little higher and it’d be fine.
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@DemonDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592585#Comment_3592585
Survivors can be altruistic, they just have to get off the gens first. I find knockout entirely beneficial for slowdown because it requires survivors to look for the downed player where as hooks give the entire team info and can continue gen progress.
Id also ask dont throw all solos under the "cant cope" blanket, plenty of us can manage.
Even if you do find your downed teammate eventually, it makes bleedouts too easy and wastes too much time to be a fair perk imo.
Fwiw, I don’t really have a problem with slugging in general. It is a way to exert pressure and slow down the game and I’m perfectly fine with that. It can also backfire for the killer massively. I think Knockout just makes it a little too appealing is all. I don’t think that slugging as a whole is unfair or anything.
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While I’d like to see the infection changed in some way to limit its strength for tunneling, removing the Hindered effect and leaving it at only an instadown would mean it has no direct impact on injured survivors and I don’t think that’s a good thing. While they would still reduce his power recovery time for being infected, I don’t think that alone is enough since it’s more of an indirect effect and not something actually debuffing the survivor.
They could either make infection not progress when getting off hook until taking a conspicuous action (making it worthless for tunneling), or replace the Hindered effect with an action speed penalty or something (eg. significantly reduced repair and heal speed) when fully infected, which has no real effect while being chased. But there needs to be a direct incentive to still get rid of infection while injured imo.
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Decreasing the laceration meter capacity back to 6 would’ve defeated the purpose of lowering the throw rate back to 3. Increasing the throw rate to 4 on the PTB was meant to keep the rate at which the laceration meter fills similar to the current Trickster (50% of 6 is 3, 50% of 8 is 4, though this is before accounting for the gradual throw rate increase the current Trickster has which is being removed), BUT that combined with the buff to 115% movement speed (which is a huge buff by itself) was a little too much. He still will have no recoil going forward and they removed the gradual loss of movement speed while throwing blades (meaning blade throw movement speed is now always 3.86m/s) which will also help him.
The decrease to Main Event duration isn’t really a big deal since it will activate more often and part of that decrease can be offset through the combo score mechanic now increasing the Main Event duration.
The terror radius increase is basically a nothing change btw, since he has a 40 meter lullaby which has not changed at all. If anything it’s a buff because it will make terror radius perks better on him.
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@DemonDaddy said:
Slugging is better than hooks and allows for more chases. Bleedouts are on survivors for poor execution of altruism.
You can’t be altruistic when you can’t even find your teammates. That’s not “on survivors for poor execution of altruism,” that’s just unfair. SWF players can counter it, but solo players can’t.
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It’s a bug. It’s because of the thing they added a while back where the box respawns if Pinhead stands on it for too long. Ever since then, sometimes when you pull the survivor out of the locker, the game thinks you’re camping the box and resets the chain hunt.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3592272#Comment_3592272
iri photocard gave you 1-7% haste for hitting knives. OP post is saying the lower throwing rate is nerf his power which is most relevant part of ranged killer.
Oh my bad, I mixed it up with the other iridescent. Thank you for pointing that out.
Well, the lower throw rate is a nerf, yes, but I think the increased movement speed more than makes up for it.
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Because making him 4.6m/s made him too strong with 4 blades per second. He also still kept the removal of the gradual movement speed reduction for each blade thrown (it used to decrease from 3.86 with more blades thrown, now it will always be 3.86). If they changed the laceration meter back to 6 it would’ve defeated the purpose of reducing the throw rate back to 3.
Iridescent Photocard is still really strong even with the nerf. I think we've all seen how impactful haste is now with how much MFT dominated the meta the last few months.
EDIT: I mixed up Photocard with the other iridescent addon, my mistake.
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It’s 14 seconds. The 20 seconds originally listed in the PTB patch notes was an error and was corrected that same day (it now says 14 seconds),

