sizzlingmario4
sizzlingmario4
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Definitely original Dead Hard. But I’m very happy MFT is getting nerfed too.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575040#Comment_3575040
The new mft change means that if you commit to chasing a deep wound survivor you excited accept that they could have mft. The killer isn't forced to chase deep wounded mft survivors.
And that’s not a risk the killer should have to take. You can’t even tell right away either if MFT is actually there or not.
I wouldn’t put it on the same level as stuff like old Small Game working with traps or Adrenaline waking you up (something that should be removed), but it’s still close enough that it feels unfair to me, especially since Slinger is 110 so 3% hurts him even more than most killers. But we can agree to disagree.
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I really don’t know how to feel about the Trickster changes, gonna have to wait and see on the PTB for this one.
One thing is for sure and it’s that he’s going to be a lot stronger now, which is fine since he was pretty bad before. But I’m concerned whether it leaves enough counterplay for survivors. Main Event will be a lot more common now too even if it doesn’t last as long (though you can get it back up to 10 seconds with his new addons).
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575027#Comment_3575027
Then they don't get gens done.
Only if they deliberately try to keep deep wound and get chased on purpose. If they do that and don’t get chased quickly then yeah they’re just being inefficient and it’s not worth it. Though it is smart to keep it for around 15 seconds vs. Legion and do a generator for a bit before mending so they can’t potentially get another chain hit on you and get a frenzy down. But that’s not as much of an issue I don’t think.
I’m more referring to the situations where the survivor gets deep wound and the killer continues pursuit and doesn’t leave them. Now the survivor is 3% faster just because the killer decided to use their power. I think that is a problem.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3575016#Comment_3575016
Survivors can't just say in Deep Wounds forever though and there's still value in making a healthy survivor become injured even if they deep wounded as well.
They can stay in deep wound forever as long as they keep running. If Legion hits them and runs away to hit someone else (which many Legions do), then yeah, you can work on a generator for at most 20 seconds before you have to mend. But if they just keep chasing, or if Deathslinger hits you with his power and continues chase then they’ll be in deep wound until they get downed or the killer leaves them. Just because MFT can be avoided by playing hit and run doesn’t mean that should be the only option for 2 specific killers to avoid it. And there’s a few other killers this affects as well though probably to a lesser degree than those 2.
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@Crowman said:
Legion already suffers against MFT due to MFT working in both injured and deep wound states.
Legion isn't always chasing deep wounded survivors. While his power inflicts Deep Wounds, Legion doesn't have to commit to the chase immediately and no survivor is just going to stay deep wounded just in case Legion comes back.
No one is going to bring MFT just to counter Legion.
I think people are overreacting about how much this really hurts Legion overall.
People won’t bring it specifically to counter Legion, however, it just feels unfair for those killers since they cannot really avoid triggering the speed boost. It directly punishes those killers for using their power which is really bad. No survivor perk should encourage the killer not to use their ability like this.
It’s mainly the same reason why I don’t think we should ever have a perk that affects mending speeds.
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Yeah I agree with that. If the idea is to give the killer the opportunity to avoid the speed boost entirely then that doesn’t really work with Slinger and Legion. Deep Wound is an integral part of their powers and they can’t just not use it.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3574364#Comment_3574364
Let's hope that the devs read this and it gets lots of up votes!
Lethal doesn’t actually need to be nerfed at all though. I’d give it up in a heartbeat if it guaranteed MFT went away with it, but it’s not actually an equal exchange. It’s just what I would do in this hypothetical situation.
In reality, just because one thing is too strong doesn’t mean that in order to nerf it there has to be compensation for the other side. Sometimes it works out that way, but it doesn’t necessarily have to. That’s not to say nothing from the killer side should be nerfed btw, there are a lot of things I’d like to see changed, but they should be changed because they are problems themselves, not just in response to a survivor perk being nerfed (or vice versa).
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@BugReporterOnly said:
Did the killer have Sloppy Butcher? That could be why it didn't.
No, Hemorrhage wasn’t in play at all.
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Xeno doesn't need any buffs except for maybe some of its weaker addons being improved (Parker's Headband, Molted Skin, Brett's Cap, Harpoon Gun come to mind as not being very good - really the main issue with all of these addons is they don't last long enough; like I'd try making Brett's Cap 60 seconds, Molted Skin 5 seconds, Parker's Headband 5 seconds, and Harpoon Gun 15 seconds). But if anything I'd be leaning closer to also nerfing the good anti-turret addons (Emergency Helmet, Lambert's Star Map, Cereal Rations). I think the turrets are pretty balanced basekit and those addons make them too unreliable. Since a large part of the counterplay to the tail attack is not allowing the killer to use it in the first place, I don't think the turrets should have too much unpredictability in how they work.
Xeno's basekit, including the tail attack itself, I think is in a pretty good spot now that BHVR fixed the bugs and nerfed the cooldown movement speed. The tail can allow some insane hits most killers can't even dream of, if you know how to use it properly, and definitely doesn't need to be buffed. And you get great map mobility on top of that.
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Just an update on this, I saw this happen again and I’m positive now that my theory with the Unique Wedding Ring addon and Dramaturgy is indeed what’s causing this since I saw that survivor holding a key after the obsession change (and they didn’t bring one into the trial). The Dramaturgy user doesn’t even have to be the original obsession either. As soon as it generates a key with that addon the obsession status will switch to a different survivor regardless of who it previously was, which this addon should not be doing at all after the start of the trial.
So, steps to reproduce as follows:
- Have a survivor bring Dramaturgy and use it until they get a key with Unique Wedding Ring (could take several tries due to the random nature of the perk).
- This will cause an unintended obsession change.
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Not a killer main, but if it was the only way to ensure MFT gets changed, then from a killer perspective yes I’d take the deal. Lethal is a good perk but it’s nowhere near MFT’s level.
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10-15 minutes in most cases. 20 is occasionally fine, but anything longer than that usually has to do with 3 gens. Anything under 10 and it probably wasn’t a close game.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573631#Comment_3573631
Also the exception to this might stay being the "meme" addons that killers have. The ones that make their power worse in some way but give them a bonus BP amount. They like those not for the BP bonus but the fact that objectively the point is to make your match harder. Sort of like adding a "hard mode" as an optional thing if you want it.
Those addons admittedly are probably a low priority for them and might stick around for a while but my hope is they’ll all be changed eventually. They did already remove a BP bonus from Sadako’s addon that used to have one. Those addons are a lot more interesting imo if they also give you a benefit for using them and/or drastically change how your power works. Like Plague’s meme addon that makes her unable to infect survivors, or Never Sleep Pills, or Myers’ two mirror addons.
Addons like Padded Jaws and Speed Limiter are just boring since they have no benefit other than BP and I basically never see anyone use them, with the only exception being Wesker’s Jewel Beetle addon which I feel like was intended to be a meme but it’s actually good. And if you want a “hard mode” of sorts, you can kinda already accomplish that by just running fewer or no perks. I do wish we had a killer equivalent of No Mither but idk what that would look like.
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@chibizodo said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3573660#Comment_3573660
I could see that but that’s literally something that won’t happen very often lmao it’s no point imo to have hubris work for wiggling off haha it’s not impossible for that scenario, but is it likely? Probably not lmao
Fun fact, Hubris also activates if you break free from Deathslinger’s spear which is equally useless because that injures you and puts you in deep wound anyways. But technically it counts as a stun.
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@Mooks said:
They tend to do balance/perk changes in midchapter releases rather than chapter releases, so we really shouldn’t expect them to do it for the chapter release. Though it is possible especially considering there is no new survivor coming this time and they already confirmed there will be a change coming for MfT?
2 out of the last 3 killers have had perk changes come with them so I’d say it’s not out of the question. Any Means Necessary and Eruption got changes in the Skull Merchant release, and Singularity's release had buffs for Pop and Deja Vu.
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In theory, if you wiggle off and get Adrenaline, Hubris activating from that stun could actually do something.
That’s about the only use case for that I can think of though.
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No and eventually they'll probably all be removed, they've already begun getting rid of them not just with BBQ and WGLF but also with Prove Thyself, Sadako's Videotape Copy addon (in which case it was replaced with a reduction to the TV cooldown), and the medkit addons that used to have them.
The only perks that still have BP bonuses are Beast of Prey, Distressing, Thrill of the Hunt, and No One Left Behind.
It's a good thing they're going away tbh, perks and addons should be good for their actual in-game effects, not inflated by a BP bonus and a BP bonus is also just a lazy way to make something more appealing.
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@Noisy said:
I did a fast read cause I'm at work but seems like they did some good changes balancewise on both side.
No hook grab and no lightburn catched my attention, seems a great exchange for wraith player !
A bit sad that's a injured meta cause I was a big fan of nurse calling but that will free me a slot for I'm all ears who suit my playstyle too.
Also I'm glad they finally rewarded Pop gtw user's, always has been my core perks.
I have a last question tho and I don't think I saw the answer here. Just when I started to took my break from the game, they were talking about changing the bloodweb system, making it less grindy. Did they do something about it ?
Anyways Daydreamer THANKS a lot again, I work 9hrs a day and I would never have had the time to catch up for tonight without you !
Yes, there have been changes to the bloodweb and bloodpoint economy in general. In the bloodweb itself you can now purchase a chain of nodes at once by just clicking a node further away from the center and it will automatically buy any nodes you need in order to reach that one. Once you’ve prestiged a character they gain access to an auto-purchase feature on their bloodweb that you can use if you don’t care about what you end up getting.
You can earn up to 10,000 BP per category in a match now (instead of 8,000), and the BP cap is now 2 million instead of 1 million. The cost of nodes in the bloodweb has also been reduced:
There are also now BP incentives if you play the role that needs more players, this increases your total BP gain for those matches by anywhere from 25% to 100%. BBQ and WGLF have lost their BP bonuses however.
In addition, prestige no longer resets anything and is actually now a requirement every 50 bloodweb levels, it costs 20,000 BP and resets your bloodweb back to level 1 but you don’t lose anything. You can prestige a character up to 100 times now instead of only 3, and you can earn charms with pictures of that character’s perks by reaching P7-9 (one charm per level). P1-3 unlock that character’s perks on all other characters at that tier (P1 = tier 1, P2 = tier 2, etc.), with P4-6 giving the bloody cosmetics. If you had any characters P3 prior to patch 6.1.0, they have a special background on their portrait on the character selection screen.
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Are you sure that you were the injured survivor causing the perk to activate the first time, and was there still another injured survivor in the trial after Vittorio escaped (before you screamed again)? If you and Vittorio were screaming before you got healed, that means neither of you were the injured survivor that caused the perk to activate. It makes everyone scream EXCEPT for that person. The other 3 survivors do not have to be injured in order to scream.
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Here's (more than) a few:
Better Than New - Increased bonus to 16/18/20%. Added sabotaging, exit gate opening, and unhooking to affected actions. You now also see the auras of Survivors with the bonus for as long as they have it.
Deception - Can now be triggered by using Active Ability button near a locker instead of replacing the locker enter prompt (basically you can choose when to trigger it, or actually enter the locker to fake out the killer if they know you have it, especially if you also have Head On), and increased the duration of no scratch marks/blood to 5 seconds.
Fast Track - Similar to Deception, you can now activate it by pressing Active Ability button within 2 seconds of hitting a great skill check, so you can save tokens for when you want to use them.
Poised - Increased duration to 12/14/16 seconds, now also provides 5% Haste while active and hides pools of blood + grunts of pain as well.
Potential Energy - Reduced the conversion rate to 1.2% to 1% (instead of 1.5% to 1%, basically means you can charge it faster and lose less efficiency doing so).
Resurgence/Reactive Healing/Solidarity - Instead of granting partial heal progress these perks now temporarily reduce the total charges required to heal (like what a BNP does), which prevents Hemorrhage from hard countering them like it does now. If the number of charges required to heal is reduced to 0, you are fully healed. The effects are only good for that heal and completely reset once you are healed or put into the dying state.
Self-Preservation - Increased the range to 24 meters.
Situational Awareness - Survivor-aura reading when the killer downs a survivor is now always active (was only while repairing a generator).
Spine Chill - Increased action speed boost to 8/9/10%, increased linger time to 2 seconds.
Wake Up - Removed range limits on exit gate switch auras and other Survivors seeing your aura, increased opening speed bonus to 20/25/30%.
Awakened Awareness - Restored the 2-second linger on auras. Starstruck Nurse is gone so it won't be a problem anymore.
Grim Embrace - Added the following: When activated, all Survivors will immediately scream and have their auras revealed for 2 seconds, repeating every 10 seconds until the generator-block duration expires, Killer also gains 5% increased movement speed for the duration. Obsession aura reveal now lasts 10 seconds instead of 6.
Hex: Huntress Lullaby: Now activates on a dull totem upon gaining its first token instead of being able to be cleansed from the start. Decreased maximum tokens to 4. Survivors failing any repair or healing skill check get an additional 1.5/2/2.5% regression penalty per token up to a maximum of 6/8/10%. Reduces delay between skill check warning and skill check by 18% per token (up from 14%) and eliminates the skill check warning at 4 tokens instead of 5. (TL;DR: Can't be cleansed before gaining any tokens, and reaches maximum power sooner than before.)
Hoarder: When a Survivor unlocks a chest or picks up any Survivor Item (not killer-specific items), you get a loud noise notification and see their aura for 8/9/10 seconds. Survivor Items found in chests are more likely to be of lower rarities. (Removed range limit.)
Hysteria - Removed cooldown.
Insidious - Reworked: Reduces your terror radius by 10 meters at the start of the match for 60 seconds. When the exit gates are powered, you become Undetectable for 40/50/60 seconds. (Current Insidious is outdated and never used for anything other than camping, the rework helps you catch a survivor off guard at the start of the match and gives it utility as an endgame perk as well.)
Iron Grasp - Added the following: Increases the speed of picking up and dropping Survivors by 50%.
Oppression - Reduced cooldown to 80/70/60 seconds.
Remember Me - Obsession is no longer immune to the effect. (This not only is a buff but it also makes the perk healthier since it'd no longer encourage fully tunneling the obsession out of the game just to ensure they can't hard counter the perk.)
Septic Touch - No longer terror-radius based, works across the entire map. Now pauses Blindness and Exhausted recovery times while actively healing (like Fearmonger).
Thrilling Tremors - Reduced cooldown to 60/50/40 seconds.
Unnerving Presence - Added the following: Affected skill checks have no great success zone. (Currently the increased skill check chance actually creates more opportunities for great skill checks which can make the perk work against the Killer, so this buff fixes that.)
I disagree with your Head On change though, I think being able to stun the killer for 3 seconds is enough of a hindrance to the killer that you shouldn't be able to quickly chain another exhaustion perk with it, especially since it's the only exhaustion perk that can be used to directly help your teammates. It might be neat if survivors with Head On who were in a locker with the perk ready caused that locker's aura to be revealed to other survivors though, so they know what you're doing and can bait the killer into it.
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It's already a great perk, definitely doesn't need to be buffed.
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I understand the methodology behind it, but it's not really implemented very well. Realistically, once you have enough experience in the game, the need to "familiarize yourself with the bloodweb" for P0 characters is unnecessary. All survivors have the same things appearing in their webs and the only difference between different killers is their specific addons.
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I don’t have a problem with the skill check itself, but I think the additional 4% penalty for missing it should go, it should just be the normal 10%.
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That would be nice. I think they could also do away with the cooldown.
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That’s exactly what it did before and it wasn’t any good. And I say this as someone who tried running the previous version several times and never got any value.
Buckle Up on its own is fine, it’s specifically the FTP interaction that needs to go. And while you’re right it’s similar to WGLF and MFT, WGLF’s has to be earned and comes with a massive heal speed boost that Buckle Up doesn’t have. And MFT’s Endurance should be removed anyways.
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The regression only remains active during Feral Frenzy, after that it ends. During Frenzy, that addon shows you the generator progress through the gen auras themselves and then outside of Frenzy the regression isn't active so you won't see the white aura from Surveillance since they won't be regressing anymore.
You can, however, stack it with other regression effects such as a normal generator kick or Ruin regression to achieve increased regression during Frenzy (this would be like having the pre-nerf Ruin for example), and then it will still be regressing outside of Frenzy too just without any bonus from the addon.
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I agree, though MFT should still be nerfed on top of this as it’s still too strong even by itself. But removing haste stacking will prevent anything similar from ever being a problem again in the future so I’m all for it. MFT + Hope I think just kinda called a lot of attention to this mechanic.
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@brokedownpalace said:
It's such a poorly designed perk it blows my mind. I've seen people say that even if you use Calm Spirit the bubble still pops up even though the survivor doesn't scream. Never tested it myself though, haven't played Xenomorph yet.
That’s a bug which was actually affecting all screaming perks, not just UW. I had it happen with Iron Maiden too. It seems random though, in most cases Calm Spirit still works correctly.
I’m not sure if that got fixed yet or not, but they did fix the issue with UW working in lockers.
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@Yatol said:
I dunno why Doctor keeps getting into the conversation when UW is brought
when doctor uses static blast you get a massive warning, unless you are next to the killer you wont hear him opening a locker.
Because UW is literally Static Blast but way stronger since it has a moving range for 30 seconds. That’s why it’s an overpowered perk, you get tracking which is better than Doctor’s, who is supposed to be good at finding survivors, and can put it on any killer including those who have strong chase powers.
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Heavy Panting should be 20% instead of 30% and the Mangled addon should only apply if you get a one-blink hit (doesn’t work if you chain blink).
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By any chance, were you also running Adrenaline (or perhaps any other insta-heal perk)? I think that causes Plot Twist to not work correctly
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@Brimp said:
To my knowledge it does but through so many updates it could have broken in some way to heal through without it anyone realizing because its so underused. But it did at least used to work against adren by not letting the survivor get the health state.
@OnryosTapeRentals said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3571252#Comment_3571252
Can confirm that it still works against Adrenaline!
It did get bugged at one point to not counter Adrenaline but it was fixed.
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Yes it does. If a survivor is injured with Adrenaline and you have Terminus, they will still get the 5 second speedboost but they will not be healed.
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@DrDucky said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570994#Comment_3570994
Yeh, its like how slippery meat used to effect your bear trap escape chances. This was back when trapper was one of like 3 killers in the game and it was ultimately a mechanic they tried and found it not to go well with how the game has evolved.
Yeah exactly.
@Mooks said:
I thought they changed this so Trappers beartraps are no longer tracked with the maps? Because similar to flashlights lightburn against certain killers was removed this would be in line with it? No?
Nope, and actually in yesterday’s update they added Skull Merchant’s drones as a trackable killer object with the addon.
I agree it should be removed but as of right now it’s still in the game.
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If this means they're not going to go through with removing them in the lobby, I'm disappointed. It was a good step towards reducing lobby dodging and there's no valid reason prestige needs to be visible in the lobby anyway. Showing it in endgame chat was enough on its own.
We'll see what happens though.
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Nah if anything, tracking killer-specific objects is just as outdated as Lightburn was and should go. Just change the addon to totems only.
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@SirCracken said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570842#Comment_3570842
No they don't. The only audio that any of them produce are their breathing noises when they're literally right behind someone. Wraith has an add-on that completely removes his bell noise. And no one uses Pig's ambush attack so they just un-crouch. For all intents and purposes, they are completely silent until they can land a hit.
But somehow this is a problem with SM? Yeah right!
Ghostface's clothes ruffle a little bit and you can hear that at short distance. Pig, as you mentioned, breathes loud enough for close-by survivors to hear her. And Wraith has a snarling sound you can hear once he gets close to you, and has to uncloak. Skull Merchant, as far as I'm aware, doesn't really have anything like that now since they reduced the volume of her footsteps.
As for why perma-Undetectable with Low Power Mode was a problem: The difference compared to other stealth killers was that Merchant could be permanently stealthy with LPM while still being able to both attack survivors and move at normal movement speed, in addition to having a strong chase power. Wraith has to uncloak to be able to attack, which slows him down and is something that survivors can both see and hear (and the addon that silences the bell is Iridescent which justifies it being that powerful), Pig moves slower while crouched, and Ghostface can have his power taken away by survivors, putting it on a cooldown.
The only real downside Skull Merchant had for doing this strategy with LPM to get permanent stealth was sometimes being forced to place drones in awkward locations in order to keep her stealth active, which wasn't a big deal since recalling drones no longer has a cooldown and using the radar doesn't slow you down anymore. No other killer, including stealth killers, can get permanent stealth with all the upsides that Skull Merchant could get with LPM. She still has good, on-demand stealth even after today's update, she just can't get it non-stop anymore, and that's fine because she never should've been able to do that to begin with.
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Hopefully not. His addons need significant nerfs/reworks but his basekit is fine.
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This happens if you attempt the 4% slightly too late and progress to the second stage during the attempt. The game still allows you to finish the attempt if this happens (whether successful or not), but it won’t undo your sacrifice progression. You just have to start your 4% attempt slightly earlier in order to avoid this.
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It was worse before 6.1.0 (and for killer, during the gen-kick meta) than it is now.
It’s pretty bad right now too though.
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@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3570191#Comment_3570191
I see it used with Huntress Lullaby. But is one dull totem eventually turned into Pentimento so that you can break the perk? I thought the whole point of Hexs was that they were high risk high reward because they can be taken away?
Pentimento is entirely reliant on you rekindling destroyed totems, it never activates automatically. If no totems ever get broken, Pentimento will remain inactive the entire match.
Pentimento doesn’t get permanently disabled just by cleansing one totem like with other hex perks; each destroyed totem can be separately relit, so it’s possible survivors will have to cleanse Pentimento up to 5 times in order to truly remove it from play. Killers can also choose whether to relight the totems one at a time or have multiple at once. Even if survivors break all existing rekindled totems, you can still activate it again if you have another destroyed totem available for rekindling. You just can’t rekindle the same totem more than once.
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It's part of the event. If you release a Haunt from the void, it recharges your item to 50%.
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@CountOfTheFog said:
Ahhhh, ok it's not lit at the beginning. Like NOED?
Yeah basically, except that unlike NOED it never triggers on its own, you have to go relight totems yourself. Any totem that has been broken and is available to be relit will be shown to you in a white aura. It’s like snuffing a boon totem, but much quicker.
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Run away from the loop if you can. It won’t always work since she has no slowdown for putting down a drone and also gets free passive haste and so a lot of the time that strategy just results in a hit. It’s like if Artist could put a crow down without slowing down at all or if Knight could deploy a guard without stopping for a moment. And yes the old Merchant could do this too but drones weren’t as strong in chase especially if you were already injured so it wasn’t a big deal, and they also took longer to activate. Now she’s just extremely oppressive in chase in exchange for her losing the ability to hold games hostage.
I don’t know why she still gets the passive boost to movement speed either. I was fine with it before because it was one of the only things that encouraged her to play in a not-3-gen oriented way and original Merchant wasn’t that good in chase, but now I feel like it’s just about as unhealthy as MFT is.
TL;DR: She’s still awful to play against just for different reasons than before and it feels like survivors don’t have many options against her, if any.
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It isn’t directly tied to any of the 5 totems at the start of the match, so all 5 totems being cleansed doesn’t prevent the perk from working. Should you bring this perk and no other hex perks, at the start of the match all 5 totems will be dull. You’re just able to relight destroyed totems later in order to activate the perk. Relighting a totem turns it into a rekindled totem which is a type of hex totem, thus why it’s considered a hex perk.
Both survivors and the killer can tell them apart from regular hex totems however, as rekindled totems will have additional reddish-flames circling around them. They’re also impossible to bless, even if you have a boon, survivors’ only option is to destroy it.
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@Annso_x said:
You can see a flashbang placed on top of gens with blastmine activated
That’s only visible to survivors.
I don’t think the scenario in the OP is an issue though.
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I would start by making it not regenerate while being chased (and only while in the terror radius without being chased like how Diversion works) and see what happens. Right now the token system is irrelevant in 95% of games because you simply never run out of tokens. It's fine to have perks that block auras but none of them should be infinite or without limits and Distortion almost always is unlimited in its current state. You only ever run out of tokens against stealth killers or those with a small terror radius (like Huntress). Against most killers you rarely ever run out even if they have a full aura-reading build.
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I agree it's too strong and lacks counterplay.
Imo, FTP just shouldn't count as a healing action. Doesn't affect either perk when used standalone as they're both fine on their own, but immediately puts a stop to this no-counterplay combo and also ensures there's never a similar problem with it being used with other perks in the future.
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It’s not a good map, but it’s still WAY better than the old one.
