sizzlingmario4
sizzlingmario4
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They are too much of an advantage to the side that brings them especially since they’ll usually have a build around it. It’s time for them to go
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@Sandt1985 said:
I mostly use it to directly counter for the people/buckle up. Please don't take that option away from me
That’s understandable actually. But that’s a combo that also needs to be changed.
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I think they may be broken right now because of the pumpkins taking up all the totem spawns thus leaving no room for the green glyphs to appear. I played multiple games today trying to get green glyphs and never saw one.
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As long as boons are in the state they are, I'm perfectly happy that we haven't gotten any new ones in over a year.
The problem is their core design holds them back too much and ultimately I think it comes down to this: there's no fair way to buff them as long as they are unlimited in nature. I still think in order to make boons better there needs to be some form of permanent counterplay to them, whether that be basekit Shattered Hope (without the aura reading) or something else, and then rebalancing the existing boon perks with that in mind (or at least the weaker ones). In other words, snuffing a boon totem needs to be actually worth the killer's time, and no boon can have an effect that is too oppressive far away from the killer because the killer doesn't have time to go actively search out a boon totem far away from the action. That was one major component of why the old Circle of Healing was so broken, but the others don't really have that problem in their current state.
CoH is still a good perk, btw. It's just not free self-resets for the entire team anymore with self-healing speeds faster than the current medkits, which was absurdly overpowered. But most of the other boons right now are not really that good or are too situational, but at the same time wouldn't be fair if they weren't. So they're in a bad spot and I don't think they can really be individually fixed by only adjusting the perks directly.
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The action indicators do enough that we don't really need any more basekit auras imo. I would like to see that system expanded/some more information added to it though (for example, gate and heal progress being visible like generator and recovery progress already is, and showing certain perks that are active like Deliverance or DS).
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It’s not a free escape unless you hook right by an open gate. If you get to that point where your only option is to hook near an open exit gate, you’ve already had your chance to stop survivors from escaping and failed. You aren’t owed a free kill.
Decisive Strike was different because it lasted a full minute and there wasn’t really anything the killer could do about it in endgame, that’s why it and OTR are disabled in endgame.
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This has needed a change since 6.1.0, it was fine before that (in fact before that I'd say it wasn't even that good) but now that deep wound disables Endurance it's an unhealthy addon. I have never seen a Pinhead that has used this addon for anything other than for easy tunnels off the hook. It needs a new effect.
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I didn’t know Legion could lunge in Frenzy. Every time I was within lunge range of a survivor but not close enough to hit them with a quick (non-lunge) attack before Frenzy ended, I wouldn’t hit them.
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Hopefully never.
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Good. All survivors had to do was sit there until the killer went up to vault and then run back around. It was busted.
Now I just wish they’d fix new Rancid Abbatoir being insanely killer sided.
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@Disco said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566441#Comment_3566441
Will calm spirit be enough or do i need to use distortion too? Seems unfair that I need 2 use 2 perks to counter 1 if that's true... UW is so OP seems P2W to me (and i'm a killer main)
No, since UW doesn’t reveal your aura, Calm Spirit alone will be enough to block it from showing your position to the killer. You will still get the Blindness effect but you won’t scream. For a perk like Face the Darkness on the other hand, you do have to use both since it specifically makes you scream AND reveals your aura.
You’re correct that UW is overpowered though.
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It’s probably just a bug, there was no mention of this anywhere
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It’s not meant to prevent a healthy survivor from being able to escape, it’s meant to make it so that if they’re already injured Wesker can slam or throw them against it and they can’t get out, instead of Wesker literally throwing them out of the trial. It doesn’t need any changes
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566003#Comment_3566003
If you compare just 200% medkit with sc+botany, then sure. But you are leaving out the need to go and find/open the chest and then pickup and maybe even move to less exposed spot then that chest on top of the hill in the middle of the map.
This does not even include chests being limited. Or as we spoke you getting an item you didn't wish for (be it even flashlight that can be used in comparison to just useless green keys).
So once again - why would you ever wish to take this new perk + streetwise over something much more reliable with SC+botany? What niche would your combo occupy and make it better in that case? Because I see none.
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3566003#Comment_3566003
Or maybe let's try it this way... Why is nobody using overwhelming presence even on killers like doctor or wesker if they go to small map?
Might that have to do something with frankling totally outclassing the perk in all practical terms?
If I am right in this regards - why create new overwhelming presence with some malus (like need to be in TR or need to use extra slow chest that is already slow + is an item gamble) and expect it to be anything else then yet another bloat in long list of useless perks (on both sides)?
Ideally, I’d like it if keys and maps were more useful on average, possibly even combine them into one item to make them better. As it stands, I agree with you that is a major downfall with a perk like this. If part of the risk is that you don’t know what item you’ll get, that item should at least be something useful.
The Streetwise combo was just an example. You would not need to use it to still greatly increase the value of your toolbox or get extra medkit charges you can either use on a teammate or heal yourself as much as possible then let someone else top it off. But tbh, the only reason I felt uncomfortable making it 100% was that it can be used more than once. Honestly if it was a one-time use 100% would probably be fine and that may make the perk more appealing overall.
Regarding Overwhelming Presence, it’s bad because not only is the effect niche, it is almost entirely out of the killer’s control. Unless you see a survivor trying to heal, or they blind you with a flashlight (and there’s a better perk to counter flashlights), you have no idea if or when the perk is actually doing anything. You put it on and…you hope it does something. And if you want to counter medkits, Coulrophobia, a perk that works under the exact same conditions as Overwhelmimg, is usually better at that.
This is why I also don’t like perks such as Better than New that much for example. You heal someone to give them a bonus but you have no idea where or if that bonus is actually making any meaningful difference. Plus 16% is not that much and doesn’t apply to that many actions.
This new perk on the other hand, is more in the survivor’s control and its effect is more visible to them. Not entirely, because there is the randomness of chests, but on average, you know what you should expect to get out of it (in a perfect world where we don’t have completely useless items which is a problem that should be addressed).
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565828#Comment_3565828
2 perks for 2 not even quick and limited heals (if you even get midkit instead of green key)? What would be the case compared to self care+botany?
Nope, no debuffs. If it should be beneficial in a niche scenario, it has to work on it's own and provide you with at least something more then plot twist does right now (and higher efficiency for every item from chest without any malus would just about make it gamble perk that can screw you over with map/key/brown toolbox, vs being worth it with medkit or strong toolbox).
You need to compare it to existing perks that are being used. Otherwise it's another territorial imperative or current pharmacy.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565832#Comment_3565832
Right. Because using all those perks has no cost and is definitely better then MfT+UB+hope+WoO....
Each slot is expensive thing. Using another perk slot just to guarantee an item and having 2 slots for 200% charges? Totally not worth it. Especially because you can use different perks for same benefit and without wasting time finding/running to/opening cgest/picking up item.
SC Botany is still slower than a medkit with no perks.
Green keys should just not exist or at least rework keys to all have an aura reading function without addons, in addition to opening hatch. No item should be completely worthless.
The debuff is there so the perk can be stronger, otherwise it’d likely have to be at a point where there’d be no reason to use it over Streetwise with the item you want instead.
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I don’t think faster charge speed or pallet break speed should exist without any downside - they are already both pretty fast basekit. But I do agree with the addons you want to change as they are pretty bad. The Depth Gauge buff is fine.
I still think the yellow Chili should be made basekit, he really doesn’t feel that good to play without one of those addons. Though I would rework one of those addons then and the other one should be +0.25s per charge, stacking two of those after a buff to 2.25s basekit would be a little too powerful. They also still need to fix the acceleration bugs with his addons.
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Awesome, thank you!
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565413#Comment_3565413
There are 3-4 chests in trial by default. You still need to walk to it and open it for a long time - that alone will make any but commodious toolbox not worth it.
As for medkits - you are right. But there's an easy fix - make it 180% instead of 200%.
A side-bonus - you just buffed pharmacy to make some sense again (3 heals from 2 chests, because you know you will get medkit).
The toolboxes are mainly why I want chest opening to be faster (and because medkits are nerfed now it would be more acceptable - I didn't think it would be fair with the old medkits). Without addons, any toolbox you get from a chest saves you less time on a generator than you spent opening the chest (even if we exclude the time spent traveling to a chest - the 10 seconds to open a chest + the couple of seconds afterward to pick up that item is greater than what a Commodious saves you on a gen, and any other toolbox without addons would save less time) so unless you pull off a sabotage play you likely won't gain anything of value from that toolbox.
If we reduce the base time to open a chest, then I'd love the idea in the OP as a perk if it was something like this:
"Reduces your chest-unlocking speed by (some amount that makes it take slightly longer to open a chest than it normally takes now). When you pull an item from a chest, you gain 65/70/75% increased efficiency when using that item, until it is depleted."
While this isn't technically adding more charges, it means if you are willing to spend a bit longer to get an item, then for the cost of offsetting the buff to make chests faster you can make it a really good item by making its existing charges worth a lot more and it wouldn't be able to get out of hand with BTL since it would deactivate once the item is out of charges. 75% increased efficiency means for every 1.75 charges that would normally be used, you will only use 1 charge, effectively making the item last 75% longer than normal. Combining this with Streetwise would allow 2 full self-heals with 1 medkit (since then you'd have 100% which cuts the number of charges you use in half), which for 2 perk slots I think is perfectly fine.
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This seems like it would be awkward to implement. While you're not wrong that Spirit can utilize Exposed and other basic attacks perks incredibly well with her power, where do you draw the line between what counts as a special attack and what doesn't? With Nurse this nerf worked because there's a very clear distinguisher - an attack after a blink but before the ensuing fatigue can be considered a special attack, and any attack after the fatigue is a basic attack. But with Spirit, it would have to be a lot more arbitrary because there's no clear transition there that immediately makes sense and so for that reason I don't think the idea really works.
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I think Bloodlust 1 is fine, but 2 and 3 are not.
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@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3565097#Comment_3565097
this is mostly unrelated, but if all haste stacking was removed would pwyf need to be recoded? right now I think it functions off +5% per token, not +10% for 2 and 15% for 3 if you know what I mean.
Yeah I see what you mean, idk which way it’s coded but maybe
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I'd rather they just make it faster to open a chest so it's not as much of a time sink to get an item from it. Allowing items to have double the starting charges without any perks or addons I think would be pretty broken for medkits and toolboxes.
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Yes. As soon as you get detected the guard will always move directly to the exact position you were in at that moment, before it begins chasing you (this is also where it will leave the banner). During that time it can move through walls and floors and it will move at whatever speed it has to in order to reach that exact position in the hunt startup time which is anywhere from 1.875 to 2.5 seconds depending on how long that guard's patrol path was (longer patrol paths = guards start hunting you faster once they spot you).
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I think if we’re at the point we’re considering adding a unique running animation to a Haste effect just to counterbalance it, something is wrong with that effect. While it would make its use more obvious to killers, it doesn’t change how powerful MFT actually is.
Fwiw, I agree that the Endurance should be removed - it’s overkill, and I’d even go as far as saying Haste stacking should be completely removed for both sides, not just survivors. But MFT’s run speed can’t be fixed just by giving it an obvious tell. While it has counterplay in some situations, there are also a lot of situations where it really doesn’t, or simply provides far too much value even if the killer gets the down eventually. The problem with MFT is that the perk is simply way too easy to activate. Being injured and not exhausted is not nearly restrictive enough for how powerful its effect is. It either needs a more restrictive limit on its use, or it needs to have a time limit, or something. It also should not synergize with Dead Hard as well as it does right now, that basically defeats the point of not being able to use it while exhausted.
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@Akuivxii said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3563353#Comment_3563353
Thanks for clearing that up DONN1ED4RK0!
I wish this is further clarified within the anti tunnel perks' descriptions, otherwise they don't really work as descried.
It isn’t in OTR’s description because it’s a rule for Endurance in general - any Endurance effect is canceled by conspicuous actions, even if it came from something that has nothing to do with anti-tunnel. They do not cancel OTR’s other two effects however, so you’ll still see the perk active for the full 80 seconds even if you lose your Endurance.
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Because using it to get back Sprint Burst in 30 seconds is by far its most important and consistent use.
Your Renewal example doesn't work btw, it will remove the Broken status faster but the heal will still only happen after 20 seconds.
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It’s hidden for every survivor. On that Laurie you can actually still see a faded out circle where the prestige should be meaning it’s a P0 so she hacked the outfit 100%.
If the prestiges are hidden then it doesn’t show the circle faded out like that, it’s just completely gone
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They're fine without the range limit. While it's true Any Means can act as a pseudo-Windows of Opportunity, it's really only a fraction of that information.
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I agree it's pretty ridiculous now and frustrating to face. It gives enough speed now that you can be a far enough distance away from where you need to be for the save and it's not really reasonable to expect the killer to search that far for someone potentially going for a save. The old version was limited enough that it didn't feel uncounterable, but that isn't really the case anymore.
I think a much healthier way to buff this perk would have been reducing the exhaustion duration instead like they did with Smash Hit, allowing it to be used more often and making it easier to pair with another exhaustion perk if you want to.
@Crowman said:
You can blame people complaining that upping background player to 5 seconds was pointless during the ptb causing the devs to unnecessarily buff it further.
To be fair, that's not really the players' fault. The original buff was pointless and no one could have known ahead of time that BHVR's reaction would be to overbuff the perk.
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She doesn't really need to be gutted. I think her addons could still use some more adjustments but with range and recharge being gone she's not nearly as oppressive anymore tbh.
The only thing I really dislike now in her basekit is her being able to see survivor auras while blinking as it completely removes LOS counterplay and it’s arguably more important against her than any other killer. But on the other hand if you take that away it may push Nurses to just run 3-4 slowdowns instead and that’s not necessarily better.
I would also be ok with making stuns remove her blink charges, mainly to make DS actually usable against her.
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3561680#Comment_3561680
As i said. It activated one time. I opened lockers about 7 times.
Sounds about right
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I had this issue too on the PTB, seems like it wasn’t fixed. It doesn’t happen every time, but often times with SC there is just no visible healing progress. If you stop and let someone else start healing you, then it will be visible again.
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You even used Paint Brush so they’d start asleep and be immune to UW. I love it
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Technically Victor isn’t considered to be a killer.
However I believe there should be an exception for this.
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Simply put, he has several very powerful addons that make him a lot stronger. Basekit Blight is a strong but balanced killer. But his addons add so much power to him that he becomes too strong.
With his strong addons he can move much faster while using his power, have more rushes, instantly gain rushes back after a hit, break pallets near instantly, see survivors' auras while using power, etc. They just add a ton of power to a killer that doesn't need it.
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If it’s tier 1 Thana and only 1 survivor is injured it’s only 1% penalty and because it’s that small the game rounds it solely for the purpose of the progress bar color. In reality, you are still doing the gen 1% slower. I don’t know why the game does this, but that’s how it is.
I’m not sure if this happens with tier 2 Thana or not, at tier 3 it’s 2% and it correctly displays a red bar.
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I noticed this too with PWYF on her. It often takes several seconds longer than it should to get a token after demanifesting. Haven’t had an issue with it on any other killer, including Wraith.
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@scrunkly said:
how is this a bug? this is how it originally worked, which is why players rarely ran pain res and deadlock together. if you want to run those perks together then you need to manage your pain res hooks to not use them when deadlock is up.
It should be hitting the next most progressed generator in this case (unless that generator is also blocked in which case it’d go to the next one). This is how it worked before the bug where it was hitting blocked gens. It’s not supposed to do nothing unless all unblocked generators have zero progress.
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This happens because there is a short transition period (I believe 3 seconds) between daytime and nightfall. Basically, when the nightfall meter is full, the screen will go dark for survivors and the nightfall visuals will kick in, but you don’t get the benefit of the faster teleports until 3 seconds after that (and these 3 seconds also don’t count against your 60 seconds of nightfall).
The nightfall meter has a separate bug at the moment so this may not work right now, but normally you can identify this transition as Dredge by looking at the survivors’ portraits. When the nightfall meter is full, it will first change to a white color for a moment, and then transition to the orange nightfall timer, after which your 60 seconds will start and then you can teleport faster. So basically you just have to wait an extra moment before teleporting to get the faster teleport. If you go even a little too early then you’re stuck at the slower speed since the teleport speed never changes once you’ve started it even if nightfall starts mid-teleport.
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Ngl I didn’t even know this was a thing
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I hope this is a bug but idk if it is or not. It looked much better before the update
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I think it's mainly a problem with the Gear addons that reduce survivors' search speed on the jigsaw boxes. I've gone against Pigs doing FTD builds without those addons and never had a problem, but with those addons it's a different story since she has more time to interrupt you with a scream.
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@Coffeecrashing said:
BHVR could easily use the existing sound files.
The big question is "how loud should all the survivors be"? Because maybe BHVR can't agree on this? Maybe someone at BHVR wants everyone to be as loud as Ada, and someone at BHVR wants everyone to be as loud as Jeff? Have you noticed that no one at BHVR has ever told us which survivor is going to be the loudness standard that everyone else is based on?
They should just find a middleground. Honestly most survivors' injured sounds are fine the way they are. They really only need to change the outliers. No one should be as loud as Jeff and no one should be as quiet as Ace and Ada. A few others come to mind like Claire, Ash, and Jane that are particularly loud too.
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Good news, the devs disabled it
https://twitter.com/DeadbyDaylight/status/1711856472785830061?s=20 -
+1. This is incredibly oppressive and honestly the addon should probably be killswitched until it’s fixed, there’s really nothing you can do if the killer uses this bug to their advantage
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Often times they have bug fixes in the PTB patch notes that get left out of the real patch notes for some reason but the fixes are still there.
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I think 90 second gens are fine but there should be some weaker form of Corrupt basekit or some other mechanic that prevents gens from flying as much in the early game. Base regression should be one-third of survivor repair speed instead of one-fourth, especially once we get the anti-3-gen mechanic in the game.
Nerf slowdown perks and strong toolboxes (Commodious toolbox needs a nerf and addons that add extra charges either need the charges reduced or need a downside of reducing the repair speed bonus, they are much better than the repair speed addons in their current state). The weaker toolboxes are ok. Stakeout should change to providing its bonus progress on good skill checks when consuming a token instead of converting it to a great skill check, thus removing the synergy with Hyperfocus that allows for 60 second gens (or faster) and Hyperfocus shouldn’t be active while using a toolbox.
To prevent the increased regression rate from buffing regression perks (with the exception of Ruin which deserves the buff) and keep it solely as a buff to baseline regression, any regression perk (with the exception of Pop) that causes a generator to explode and lose progress should no longer automatically start normal regression. So Eruption for example would remove the 10% progress but would not continue regressing the gen past that, the killer would need to kick it again. Pop and Pain Res would likely still need additional changes beyond that (personally I think Pain Res should deactivate completely once you kill someone regardless of remaining tokens).
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This can happen because of the way pallets work - when you drop a pallet, it isn't capable of stunning the killer immediately. A pallet has to be about halfway down before it can cause a stun. If you throw a pallet and then get hit before that halfway point, the hit will count, and then the killer will get stunned afterwards. That is an intended mechanic, but obviously latency can also mess with it and cause hits that look bad depending on the situation. But even if we were able to remove latency completely, getting hit through a pallet drop like this would still be possible because it's normal. If the server determines the pallet is halfway down and triggered a stun before the hit occurred, then the server will reject the hit.
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That's not really the problem with it. It's not a balanced perk at all and power-creeps basically every other info perk in the majority of situations. It being good against the last survivor is not really the issue, there are already other perks that do that and at that point it should be in the killer's favor anyways. Changing that aspect of it changes nothing about how oppressive it is during all other parts of the trial. Having it active for 30 seconds and basically being able to guarantee you can find everyone in that time is a problem with the perk in general, not just against the last survivor specifically. The cooldown is also too short.
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There's not much you can do against Knockout in solo queue. It's a badly designed perk that needs to change