sizzlingmario4
sizzlingmario4
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4076028#Comment_4076028
is it even easier to understand the system now?
Haven’t really read updates/patch notes recently and.. i think i haven’t figured out the new system yet..
Basically the way it works now is the progress bar color will change depending on the total action speed of all survivors doing the interaction, rather than only your own action speed as before. So working on a gen together with another survivor now will result in a yellow bar (as the total speed between both of you would be 1.7) rather than it being red like before (since your individual speed would be 0.85).
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@Mandy said:
This was not in the patch notes and there has been no functionality change to The Doctors Addons - so whilst the text has changed the in-game numbers remain the same.
Now this is ahead of some further minor tweaks to the numbers of The Doctor in the upcoming Bugfix Patch which should be available next week, adding some of the value of the addon the killers basekit etc.
Thanks for the quick update!
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Agreed. The new animation is incredibly distracting to look at and I would really like to have an option to disable it. They've done this with a couple of other newer UI elements added recently, this one shouldn't be any different
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I don't like them either. There should be a setting to turn it off.
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Oh wow, just checked on this and yeah they sure did. Not sure why this was excluded from patch notes.
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This is what I would want to see for her:
- Blindness status while charging blinks and while blinking (then gets removed when you go into fatigue). Given the Nurse's strength and that the only two main counters to Nurse are distance and breaking line of sight, breaking line of sight needs to remain a consistent form of counterplay against her. Auras are too disruptive to this in a way that no other killer has and there needs to be a limitation on this without having to nerf perks for other killers.
- Stuns reset blink charges to 0; recharging begins at the end of the stun
- Fatigue no longer grants immunity to stuns
- Addons:
- Fragile Wheeze (Mangled addon) reduced to 60 seconds to bring it into line with lower-end addons of this type (was 70 seconds)
- Bad Man's Last Breath (Undetectable addon) reduced to 20 seconds (was 25 seconds) and cooldown increased to 60 seconds (was 45 seconds). As is, this is just active a little too often especially for how strong this killer is
- Rework the following addons (for being too strong or unfair design): Heavy Panting (I know this just got nerfed but lunge increase for Nurse still shouldn't exist at all), Matchbox (4.4 speed fundamentally breaks the killer and is the worst possible version of her design-wise, even with only 1 blink), Torn Bookmark (3 blinks will never be balanced or fair regardless of whatever downside it has)
- Rework the following addons (for being useless/negative utility): White Nit Comb, Dull Bracelet
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@ThatRyanB said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4075555#Comment_4075555
I hear you on that and understand where concerns like that can come from. While I can't promise you specific timelines, I can promise that I'm here to make sure the team gets a clear idea of what folks like you are feeling. For that, I'd love to dig into the specifics with you: When you say that balance is broken right now, is there something (or somethings) specific that's at the core of this for you?
I understand folks' bigger-picture concerns and worries about diminishing returns impacting build crafting, but if there are specific combos causing you friction or perks you feel have been especially impacted, I'd love to get your POV!
Some specific examples I've noticed:
- Stacking luck modifiers is significantly impacted, probably more than anything else. Luck as a whole was very reliant on stacking as most luck increase effects use very small numbers, and you generally needed multiple to get a noticeable benefit.
- Champion of Light + Fixated was a popular combo which lost 10% speed. Although haste stacking in general was an issue in some cases, this particular combo felt rather innocent.
- Some other smaller action speed increases like Boon: Illumination, Better than New, etc. which already weren't that good became worse. I could see both of these reasonably being bumped up.
- I would like to see Leverage revisited at some point given that it was already previously nerfed a while back, presumably (at least in part) because of how well it stacked with Gift of Pain. It currently doesn't feel super worth running on its own compared to other perks without stacking, and given that this stacking impact is now lessened, a slight adjustment here would be nice.
- Help Wanted could use some attention. The effect is not really good for its requirement (Machine Learning is way better) and overall was weaker and less consistent than STBFL. The only real use case was stacking with STBFL, and that's diminished now.
- Other niche combos that weren't strong enough to warrant nerfs like stacking generator noise reduction effects (ie. Technician + Teamwork Soft Spoken). Technician already needed an overhaul anyway, but still wanted to bring it up.
I'm sure there are more things I could list here too, this is just what I've seen/thought about so far
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I agree. Myers should not be a dash killer. They can keep all the other changes but slaughtering strike was a big mistake imo
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@GeordieKiller said:
why? majority said to remove it and you still adding it in this was not needed to show the killer
With these changes they're making, this basically just brings it into line with when a SWF would know who the killer is. It's completely fine this way, the only issue was having it revealed at the very start but that's gone now
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I feel like the locker counterplay is necessary as long as Severed Hands exists in its current state
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If the system goes live as is, I agree Champion of Light should be buffed to 60%. This would retain the current Fixated combo (as Fixated would get halved resulting in 70% overall which is the same as current) and although I've been critical of most haste stacking for a while now, this particular combo was not something that needed a nerf by any means.
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Although I do not like Vigil in its current state and have said many times I think it needs to be changed, removing exhaustion altogether would remove the primary reason for its use so I don't think that's a good idea. The main changes I would want to see are just a reduction in the numbers to be closer to what it used to be (ie. 40% recovery and 10 meter range for example) and removal of killer power hinder being affected (especially for Freddy), I think that's all it needs really. But it absolutely still needs to affect exhaustion, that's the most popular effect that it's used for. It's just that having that + all the other effects at such a high recovery value is overkill imo.
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Congratulations!
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No one should be S tier
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@MechWarrior3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071180#Comment_4071180
Adjustments could be made that's for sure.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4071226#Comment_4071226
Yeah I noticed that too..I am not sure what that was all about. Her Chapter definitely deserves a lot more love than what it got. I hope they revisit it soon.
I'm still kinda disappointed about that lol, the PTB terror radius was so much better
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Yes please. It is way too quiet in game currently
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I agree with you. For an effect that's entirely passive and applies to teammates as well, it does a little too much imo. Reducing exhaustion timers is strong on its own. Getting significant reductions to other effects on top of that just feels really bad and at least for me, there are a lot of perks/addons I don't use as much anymore because they're just not worth it with Vigil's current prevalence in games. I don't feel like it needs any kind of drastic overhaul or anything but def agree it should be toned down a little and its effect on certain killers' base powers should be removed (especially Freddy).
To be perfectly honest looking at the bigger picture, I'm pretty bored of the current meta as a whole on both survivor and killer and would love to see some changes in that department on both sides soon, this is just one piece of the puzzle really.
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For survivor, Oni, but he's about to be nerfed so we'll see how it is next time around.
For killer, the on-demand Sprint Burst is pretty frustrating imo for non-mobility killers
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Agreed. I get why there needs to be the ability to prevent the character from being selected if say for example, a character's bloodweb crashes the game or something, but barring those circumstances, there should be a way to disable a character and prevent them from being played but still allow bloodpoints to be spent. This isn't the first time this has happened during an event.
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@ThatRyanB said:
Hey folks! I wanted to pop in with some extra context on this to give you a little look at the dev side of things. The timing of when the Killer power icon is shown is a tunable on our side, which means we can make adjustments to this if needed.
We'll be closely watching PTB feedback to keep the team informed about how folks are feeling about this in case adjustments from the PTB are needed!
This is good to know and I think the change is fine IF there is a delay on it, such as only showing the icon once someone is chased or gets hit, since then it would just emulate a SWF being able to call out who the killer is. I don't think it should be visible at the very beginning of the match though when no one has interacted with the killer yet.
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@OnryosTapeRentals said:
I really want that Crow perk to win. Crows are such an underutilised mechanic in this game.
Same. Personally, I immediately filtered out anything related to generators or haste (I'm tired of haste and gen perks) and voted for the other options, including that crow perk. There are barely any perks that interact with crows and one of them happens to be the worst survivor perk in dbd so hopefully this one can be better.
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I hate to say it but I think they are less fun to use now and not really any better than they were before (and in many cases they are weaker), unless you have the iri addon.
They have more charges now but unless you have the iri addon you pretty much cannot use them in chase anymore since being inside the fog doesn't really obscure vision that much at all by default so they are only really useful if you have a ton of distance on the killer/if they are approaching from far away and that just makes them kinda boring imo with there not really being many correct ways to use the item, especially since the fog cloud being opaque only works from the outside and not from the inside looking out.
I might be in the minority here since I actually really enjoyed using them in their previous iteration (even with the nerfs I still used them often and found them fun to play with), but I played several matches with them tonight and I did not have fun using them at all, I really don't think I will bring them much at all anymore if they stay like this.
The only things wrong with the prior version imo was that they needed to be fixed to be consistent across all maps and they needed 1 more charge added to not be so limiting. Overall they were much more interesting and could be used in a wider variety of situations than the new ones.
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@MechWarrior3 said:
DBD Servers are down again.
Yep, down again for me as well.
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Yeah, especially with certain colors they can be very difficult to see. It's like some of the colors are just washed out a bit and combined with certain map colorations it makes them unusable since the auras end up being too difficult to see sometimes. Having the choice of colors is great but those colors really need to stand out a bit more like they did before.
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This is a great start but it definitely could be expanded upon in the future, both with options to set aura colors on a per-role basis (ie. especially for those of us who would like to keep the different colors for survivor auras like they used to be) as well as adding more options in the future such as totem auras, auras related to certain perks (ie. scourge hook auras, or the yellow gen color used by Blast Mine, Eruption, etc.).
I have noticed as well that certain colors are a bit washed out and difficult to see especially on certain maps, for example the new default blue color for survivor auras I almost immediately switched back to yellow because the blue aura was really difficult to see on the new map.
Overall W change though
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@Geist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4064596#Comment_4064596
I'm sorry but I'm confused, are we talking about the same killer here?
Trickster is already slower than other killers with a ranged power that needs to land multiple times and he slows down the more he throws. He can't hit people over long range effectively, his shots don't really arc so he can't huntress yeet a few knives across the entire map, admittedly he can shoot through small gaps but there are just as many if not more strangely large hitboxes in the game that can just make it as if the throw never happened. Let's also not forget walls, trash, endurance, exhaustion perks, genrushing, body blocking, and more.
Do I need to pull out a chalkboard or something to get my point across?
Whether Trickster should be 4.4 or 4.6 is another topic on its own. But regardless of what the base speed of the killer is, you can't have an addon (or a perk for that matter) that increases your movement speed as frequently as this did without some sort of drawback. It was his strongest addon by far and there would've been no reason to ever take it off.
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The PTB version of Cut Thru U Single was really just a permanent haste effect for 80% of the match. It was unhealthy much for the same reason as old MFT and it couldn't go live in that state
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Because if he didn't he'd pretty much be able to appear right next to you with little warning. It's not just about overall mobility (since unlike Blight/Billy using his power to cross the map doesn't save nearly as much time compared to just walking) but it's also about his mobility in short bursts.
His TR is fine the way it is imo though I do wish his power recharge was a tad bit shorter (or at least with no one infected, maybe not with the infection recharge bonus)
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4063733#Comment_4063733
I also learned it works with Vecnas Magic Items! (except for Fly weirdly enough)
This is because unlike Object of Obsession, Deerstalker has an additional (albeit unmentioned in the game) restriction in that it only applies to auras which have a set time duration (similar to Lethal Pursuer) so it works against Scene Partner aura reading for example but not Kindred.
Applying this to Vecna's magic items, it works against the ones for dispelling sphere, mage hand, and flight of the damned because each of them reveal Vecna's aura for 2 seconds. But the Fly item reveals his aura while flying and not for a set amount of time so it doesn't work with that one.
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I like some of the addon reworks, however I would still like to have multiple flashlight rarities especially for purposes of perks like Exultation which depend on rarity increase for item recharge, and I think you can still justify the higher rarities with battery life increases on its own.
I think in general 5 addons is a little too few (even though I agree the current number of flashlight addons is too many) and this is an existing issue with some of the recently reworked items that there isn't enough variety in the items since there aren't many addon choices, I would still like to have 7 or 8 addons total personally though I agree some of the less important flashlight stats like accuracy could probably be done away with. But the addons that increase the flashlight range for example are still pretty useful (especially w/ champion of light) and I think that effect as an addon would still warrant existing.
Other than that I'm on board with the changes.
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I don't think the recent anti-camp/anti-tunnel changes really warrant any compensation on the killer side tbh. Adding the anti-camp bar to the HUD was really only a solo queue improvement, SWFs already had that information before the update. As for the 5 seconds extra on unhook protections, while it has been very effective for me as a survivor against being tunneled, I don't feel like it's really made a huge difference against killers who aren't playing that way, my own killer games included since I don't tunnel in most cases, overall it feels the same in the vast majority of cases/it hasn't been particularly intrusive on normal killer play.
Even then, I also don't feel like the speed of killer actions needs a buff anyway, I've always felt like they were in a good spot since 6.1.0 and nothing feels too slow imo
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What I will say is, if they change anything about SB or Lithe (and I think by extension, Vigil would need to be looked at as well since it plays a pretty big factor in the strength of SB and how often it can be used + Vigil is just busted in general), I would want those changes to be paired with toning down the S tier killers in the same update (something I think is overdue anyway) so that the changes wouldn't benefit them overall. I'm not necessarily against the idea of toning down SB, but it would be a big change and would require some re-balancing on the killer side imo, at least for the top tiers.
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While it is a random selection as to who becomes the next obsession with FTTE, keep in mind you can prevent FTTE from switching the obsession to you by being in a locker at the time the hook action occurs. So especially if you are on death hook and the obsession is about to be hooked, it's not a bad idea to hop in a locker as this will force it to choose someone else (or not switch at all if there are no other options).
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I don't really agree, being able to regress multiple generators at once is highly effective and it has good synergy with other gen-kicking perks. Using 2 regression events is a fair tradeoff for that imo, you're still getting the base damage and you're getting bonus regression later, and I'd be concerned about it being too good for 3 genning again if it didn't work that way. I think Eruption is fine the way it is
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I still feel like Kaneki's vault should just be removed altogether.
Being able to vault back after the killer isn't really a good mechanic and I feel like if a killer is so strong that it's necessary to have that as counterplay then something is wrong/needs to change.
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I think it's a good change. It will take some getting used to for sure, but it's not really any different than how we've already differentiated basic vs. special attacks for years.
Ultimately it should also make it more clear what effects work with what perks, etc. and what doesn't, which I would argue makes it better for newer players, not worse. There were already a lot of inconsistencies in the game with this type of thing, ie. some perks worked with power breaks while others didn't and it was pretty confusing trying to keep track of that since the game currently doesn't really give you that information, also stuff like Bamboozle half working with special vaults but not increasing the vault speed.
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I agree. I support the idea of the description overhaul but that Dead Hard description they showed on the stream was too short and vague about the activation condition. The descriptions should still have enough details to make it clear how the perk works to someone who has never seen the perk before.
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Mangled does not affect mending speeds.
However, Legion and Deathslinger have addons that make mending slower (see Filthy Blade, Poison Oak Leaves, and Barbed Wire).
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I agree. Unless they plan on making Worldbreaker shorter in the future, this change should be walked back. Henry is already extremely strong as he was and Worldbreaker is already active quite often (and arguably maybe a little too often).
I realize that it's listed as a bugfix and was probably intended from the beginning, but it really is not necessary at all.
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A good Doctor on a good map for him can be tough to beat. But overall he's pretty middle of the road, I'd put him in low-B tier
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Making Trickster 4.6m/s is one of the biggest mistakes they've ever made, I really do not want a repeat of that. Slinger could use a slight reduction to reload time and an addon pass, but neither him or Huntress should ever be 4.6, they would both be very obnoxious to play against if they were.
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The spawning together feature has never consistently worked properly since it was introduced. Sometimes it works and sometimes it doesn't.
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For Springtrap, pay attention to the little number panels on the front of the doors (especially if the door happens to be facing toward the generator). If you see it start to flash, that means somebody is about to come out through the door (usually the killer). You can use this to get a head start getting away or potentially hide. The flashing starts as soon as he selects the door to teleport to, so you basically have 3 seconds from the moment you see that until he'll be fully through the door.
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100% agree. Never understood why perk charms are role-limited.
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Vigil - reduce the effect to 30/35/40% (instead of 44/55/66%) and remove ability to affect killer powers, perks usually don't affect killer powers and it currently breaks that rule by affecting basekit hindered for some killers (albeit not all of them), and the perk is just too strong in general for how many things it affects and for being entirely passive.
Nowhere to Hide - remove the moving range and only reveal survivors within 24 meters of the generator (instead of the range following the killer's position for 5 seconds after the kick). The moving range is overkill imo especially on the high mobility killers and for a perk that doesn't have a cooldown
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I will never understand why people do this. How disgusting.
@cogsturning thank you for this warning post, it's much appreciated.
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I agree No Mither should be banned but not invocations
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I don't know what I'm saving up for…
(I haven't spent anything on outfits in a while)
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She needs to have blindness while charging her blink and while blinking.
I don't have any issue with Nurse using perks like BBQ, but in-chase aura reading on her is a problem and should not be a thing
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@ThatRyanB said:
Just popping in here to say that I'll be keeping an eye on this thread so I can pass folks' thoughts on to the team :)
After testing I feel that this is overall much better and going in the right direction, with a few caveats.
My specific thoughts for each map:
- Macmillan is much better, I would slightly increase the safety of this weakest variation of the junk pile loop (there are some other junk loops stronger than this that are fine now and don't need further changes):
- Coldwind still seems like a lot of filler pallets are too weak overall and could use a little more work, I think this loop for example should be a little stronger:
- Autohaven is mostly fine, except for this loop in particular seemed like it should be a bit stronger, maybe add 1 additional tire to the side:
- Asylum maps seem better now. Disturbed Ward is definitely still nerfed compared to pre-9.2.0 (ie. before the original pallet density update), but that's completely warranted as that map was too strong for survivors before that update, overall it seems more balanced now that the number of pallets is lower (especially since the main building lost some pallets in 9.3.0 and that change seems to have stuck around) and a few of the filler loops that were too weak in 9.3.0 got-rebuffed a bit.
- Red Forest is almost good, I think this loop should be a tiny bit longer on the right side (just extend the wall out a little bit further to the right, not very much though, maybe slightly less than the width of a locker):
- This is a really small nitpick for Yamaoka Estate, but I'd really like the rock on the right side here to be ever so slightly bigger:
- I did also get this setup on Sanctum of Wrath when testing (and got another one with the shack too when reloading the map that was about just as strong), this has historically been an issue on this map but try to limit stuff like this, this is a pretty strong survivor setup with pallet directly into window into strong pallet. If possible, try to prevent maze tiles from facing in such a way that they connect directly into other strong nearby tiles such as this one especially when they are this close together.
- Mount Ormond Resort still has some weak fillers, however the number of pallets still seems very high on this map and this map has historically been survivor sided, so I don't think they should be buffed unless the number of pallets gets lowered a bit.
- This wasn't in the patch notes, but Midwich had the number of pallets reduced and is now randomly spawning deadzones in certain rooms that used to always have pallets, and you usually can't even tell it's a deadzone until you run into the room (unless you have Windows). I really don't understand why this was done and I'm not a fan of this at all, this map did not need any nerfs and this should be reverted. For example this pallet didn't spawn and the next classroom in front of me also had nothing (and it wasn't the one with the desks and chairs that never has a pallet), but overall it seems fairly random which pallets don't appear, I've reloaded the map several times and always got different pallets that were missing (eg. one time the bathroom pallet was missing, another time the hallway pallet by the stairs was gone). Since this wasn't in the patch notes I'm hoping maybe it's not intentional but I still want to bring it up since it is related.
But yeah, other than Midwich and a few of the things I commented on above, I mostly liked what I saw today and these maps are definitely in a better spot than they were in 9.2.0 and 9.3.0.







