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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Apparently SC is more popular in certain regions which increases its global average usage rate.

  • I don’t think so. Buckle Up is only popular right now because using it with FTP makes it overpowered and uncounterable. If that wasn’t a thing then Buckle Up and WGLF would be about equal in strength imo. Buckle Up always gives Endurance and reveals the killer’s aura too, but doesn’t give a healing speed boost. WGLF only gives Endurance sometimes and only to the slug, but the heal speed boost is massive.

  • If anything the base regression speed should be slightly increased (emphasis on "slightly" - we don't need another 3 gen meta) which would indirectly make Ruin better.

    I don't think it should go all the way back to 200% though. 200% Ruin I think was previously ok given the state the game was in before Ruin got nerfed (where several other perks were also much stronger and gens were faster to complete), but I think it would be a little too much now, even for a hex.

    (Though sidenote - pls buff the lower tiers of Ruin so it's 90/95/100% instead of 50/75/100%, there's literally zero point in the lower tiers right now)

  • I only use it on one specific build with Self-Aware so I can see when my scratchmarks are hidden. It’s fun

  • As others have said, the tail attack hitbox is bugged. Personally, I stopped playing Xeno until the bug is fixed.

  • @NewPlayer100102 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557889#Comment_3557889

    Yes.

    Its not a win perk.

    Its a learn perk, as I see it.

    The basic math behind why its bad is pretty clear.

    SC isn’t really a learning perk though because it teaches new players bad habits. New players don't always understand when it's smart to heal and when it's better to push a generator. They have Self-Care and go "I'm injured, I can heal myself so that's what I'm going to do now" when it isn't necessarily the correct play. And that’s before going into how long it takes if the killer has Sloppy, also a free perk that new killers they’re likely playing against have access to.

    @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557954#Comment_3557954

    Or maybe another approach is to consider exactly why a perk that is over 5 years old is suddenly considered the best perk for survivors? Maybe maps having less and less pallets than they used to is a reason? And the ones we are given tend to be more and more unsafe. Less pallets = more deadzones = faster downs. Maybe the devs can look at why so many survivors feel they need to run the perk and go from there.

    Tbf, Windows is 5 years old but it hasn't worked the way it does now for 5 years. It got more popular when it got buffed 2 years ago.

    I highly doubt adding more pallets to maps would significantly reduce Windows's pick rate because it wouldn’t change what it actually does and what it’s used for. I like that it’s a good tool for solo players to see which resources have been used by their teammates. But I don’t like how much it often feels like it puts chases on autopilot. I used to use this perk more often but then I actually forced myself to stop using it entirely for a while because I realized I was becoming too reliant on it to the point that I was playing much worse when not using it. Since then I feel like getting used to playing without it much more often has made me a better survivor, even if I still use the perk sometimes.

  • Stake Out doesn’t need a buff especially with Hyperfocus being in the game. Even on its own it’s underrated imo, I had been using it by itself for a while even before Hyperfocus was introduced and I almost always get consistent value from it.

    And if anything Distortion should lose the ability to gain tokens in chase, it makes its token system far too unlimited.

  • While I agree, I think it also needs an adjustment to 4% per token instead of 5%. The perk was mostly fine before 6.1.0 but when the basic attack cooldown got reduced basekit it kinda pushed this perk a bit over the top.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557476#Comment_3557476

    Does this timeframe include the week or so Wesker was shut down? If so it would effect his usage.

    No, that was in June right before the anniversary event started. These stats cover August 25 to September 25.

  • It doesn’t reset when you get hit though, it resets when you get hooked, which I think is a reasonable limit to its power. If it reset when you got hit then I’d agree that’s a bit too restrictive.

  • Active time is too long and the cooldown is too short. That’s it really.

  • I think it’s fine if it stays as it is until they implement the anti 3-gen solution, but after that happens it should go back to the way it was before.

  • @GannTM said:

    I am honestly so surprised STBFL isn’t higher. I see it almost every single game.

    Probably because it’s really good on some killers (even a little too strong imo) but near useless on some others. Like, nobody runs STBFL on Huntress because she has no use for it.

  • That wouldn’t necessarily be better than current IW since it would make it a lot harder to get any benefit from in chase. IW is completely fine the way it is imo

  • Nah, they can stay gone, anti-camp system or not they were incredibly obnoxious, also anti-camp doesn’t work in endgame so nothing is changing there. Even with the anti-camp system it’s still going to be very possible to proxy camp until you see a survivor coming to rescue and then get closer to the hook when the meter won’t fill as quickly so I don’t think hook grabs should come back. A successful hook grab was far too rewarding for the killer leading to both a hook and (often times) someone on the ground next to them and dying survivors will slow the anti-camp meter still (this is a change they’re making from PTB).

  • @GroßusSchmiedus said:

    Few questions:

    Whats up with lethal pursuer? Am i missing something? I never equipped it unless i go full aura build for the 2 extra seconds, i always found Darkness Revealed or Discordence work well enough finding survivors early.

    Where are all the Wraiths? I live in the EU and don't see them that much, not nearly as much as Huntress or Legion, is that a thing outside of EU or am i just not getting matched with them?

    Self care top 6?

    I am just glad that people actually play who they like and not what people tell them or choosing by strength at this point. I love going against Ghostface personally so i'm glad he is so high.

    I’m kinda wondering how much low MMR/new players is contributing to Wraith being that high. He’s free and easy for new players to learn. I think in top 5% he probably wouldn’t be as high up.

    I’m not surprised about Lethal though, I see that perk all the time.

  • Comparing this to the previous set of stats we got in August:

    The top 10 killer perks are exactly the same, some are in a slightly different order, but they are the same perks.

    The top 10 survivor perks now include MFT, Deja Vu, and Kindred, which were not on the list last time. The previous list had Prove Thyself, Bond, and Spine Chill, 2 of which have been recently nerfed which likely explains why they aren’t on the list anymore. MFT wasn’t there last time because it didn’t exist for around half the time period covered by the stats, but that isn’t the case this time.

  • @rvzrvzrvz said:

    Wraith is more popular then Wesker and Blight is only 10th 😕

    also jolt most used killer perk is a bit sad I don't know

    Jolt is a free slowdown perk that even new players have access to, I think that’s likely why.

    I was a little surprised Wraith was above Wesker.

  • @Coffeecrashing said:

    Dead Hard is STILL in the top 10, and it might see increased use after the anti-camp update, because there will be less survivors being hit immediately after being unhooked.

    At least some of that probably has to do with MFT. If it eventually gets nerfed to a point where not as many people use it, some of them will probably go back to SB, which would mean DH’s usage rate will also go down.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556746#Comment_3556746

    Face the Darkness also has a deactivation condition, right? If someone goes into the dying state?

    Yeah I edited the post to include FTD, I forgot it the first time

  • @AhoyWolf said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556751#Comment_3556751

    Yea, Furtive Chase is actually the one Perk that fits with the Undetectable effect, I was talking more generally about Perk buffs these days tbf.

    Fair. I do agree Haste and Endurance have been overused lately.

  • While I would normally agree with you, I think for Furtive Chase Undetectable actually makes sense since it’s a Ghostface perk and it keeps the theme of technically reducing your terror radius (by removing it). So I give this one a pass.

  • @Venusa said:

    I think this is one way to do it:

    1. Killer brings a Hex perk.
    2. Survivor blesses the Hex totem using a Boon perk.
    3. Killer snuffs the Boon totem.

    That, or when Ruin or Plaything deactivate on death (if you die with Plaything on you, your specific totem is extinguished since it no longer does anything).

    Also when Haunted is cleansed and the second totem turns into a dull, or when the Face the Darkness survivor is healed or downed.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556703#Comment_3556703

    My point is that you can not balance SoloQ for what voice comms MIGHT have, as someone already said there are SWFs with no comms.

    You can’t balance around everything SWF might have, that is true.

    However, showing the camping meter to teammates seems like a very simple request that shouldn’t be difficult to implement and fits with the reasoning of why the survivor action indicators were added in the first place. The whole point was to give more information on your teammates and reduce the disadvantage that solo players have compared to SWF. Making the camping meter visible to others does exactly that and allows solo survivors to make more informed decisions. Otherwise I’m going to run towards a hook, see the killer is nearby, and not going to know whether I even need to bother with the rescue or if my teammate can free themselves. Whereas anyone on comms is going to say “The killer is camping and I’m waiting until the last second to unhook myself to waste as much time as possible, go slam gens.”

  • Fully agreed.

    It can be as simple as reusing the same UI that the generator progress icon uses and simply replacing the generator icon with a hook icon, and having that as the survivor's status while they're on the hook.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3556690#Comment_3556690

    Yeah, and when i play soloQ i also miss out on the SWF telling me where the killer is. So why should the killer aura not be shown to me at all times so i dont miss out on that?

    There's a huge difference between knowing if the killer is in the general vicinity of a hook and knowing their exact position. If you could, for whatever reason, see their exact location, that's not just a buff to solo queue, that's a buff to ALL survivors.

    What OP is asking for helps solo players and gives SWF nothing extra that they didn't already have.

  • Yeah that kinda stinks. If solo teammates can’t see it then it's not going to punish camping as much.

  • It’s not a base mechanic.

    There is a bug with Blood Favor that can appear to block a dropped pallet if it gets thrown right as you get hit, but it doesn’t actually prevent it from being vaulted.

  • @Boons123 said:

    I imagine Myers gets a haste effect every time he moves between the Evil Tier

    That wouldn’t really help him tbh. When Myers enters tier 3 it’s usually right behind a survivor he’s going to down anyways. Moving 5% faster for a bit isn’t gonna make a difference at that point.

    If anything his tier 1 movement speed should be increased to 4.4m/s.

  • It’s fine for Knight. For Trapper I wouldn’t say it’s problematic but maybe out of place a bit.

    It seems weird on new Skull Merchant though, not sure how I feel about her still having that mechanic.

  • Both. It can be used to be alerted to survivors near the hook, but can also be used to find survivors away from the hook if the killer doesn’t want to camp.

  • If the only way to win a loop is by vaulting 3 times, that’s a badly designed loop.

  • I don't know why this keeps getting re-added. It's been removed and added back in multiple times now.

  • Yes, it can affect multiple generators at a time.

    The timer shown on the perk's icon will only reflect the time remaining for the most recent generator that you damaged, however - it will not reset the clock for previously damaged generators. Once any generator has been affected for 60 seconds the regression speed will go back to 100% and it will stop producing notifications.

  • I actually just finished watching this video. I agree with some of them but not all of them.

    I agreed with him that Buckle Up is unhealthy when used with FTP, and STBFL being overpowered (though I didn’t agree with how he suggested to nerf STBFL, it wouldn’t be enough of a nerf imo). Forced Hesitation on unhooked survivor is a problem for sure but I don’t have an issue with it otherwise. And Pain Res deactivating when someone dies is actually a good idea tbh - tunneling one person out and then using the remaining tokens to help you win is kinda stupid when it’s meant to reward hooking unique survivors, considering was the justification for buffing it to 25% in the first place. Knock Out is miserable for solo queue so I agree there. And I agree that Ultimate Weapon is too easy to get and lasts too long.

    MFT also definitely needs changes and Boil Over is still unfair vs. controller players. I’d personally like to see the 80% increased struggle either reduced significantly or removed entirely and instead just slightly decrease the killer’s movement speed while carrying (not by much, maybe 3-4%) which would affect all killers the same. The hook aura blocking is not very effective in its current state and could be improved a bit.

    While I agree with what he said about NOED being uncounterable if the totem is near the hook, his suggestion of making it have 2 totems I think would make it too weak.

    Insidious should also just get a total rework, it’s not useful for anything that’s not camping and no one uses it except camping Bubbas.

    I disagreed with him that NWO is problematic in a 1v1, you have enough time to trigger it and still escape if you do it quickly enough, and at that point it should be in the killer’s favor anyway, you’ve basically already lost. Coup is also perfectly fine the way it is.

  • Out of those 9 perks, none of them are extremely strong or anything so I'd say it depends on your playstyle and what killers you like playing.

    If you play Huntress or Trickster then Darkness Revealed is a good choice since it works with locker reloads so you might want Dredge first, Dissolution is also alright on certain killers (especially Clown). Septic Touch is terrible though.

    As for Wesker, Terminus is fun if you like endgame builds though it has a bug right now with it deactivating prematurely, Awakened Awareness is only really worth it on full backpack builds imo. No one expects Superior Anatomy until they see it and you can really catch survivors off guard with it especially on a killer with an instadown ability (and stack it with Myers' faster vaulting which is fun).

    Genetic Limits was a perk I initially thought would be better during Singularity's PTB but after playing with it for a while it's really not that good. You don't always know who is Exhausted from it and it often fails to help you when you really need it. Forced Hesitation is good at punishing altruism and can help with snowballing. Machine Learning is somewhat inconsistent, but it's a fun perk when it works.

  • @caipt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3555211#Comment_3555211

    fixed as in the vaults returned to how they were before the extra distance or fixed as in the distance is functioning again?

    It improves female fast vaults to be the same as males. It’s more distance but still less than the distance male survivors got when the vaults were really strong, that was a bug.

    If you find a survivor video from the PTB you’ll be able to see it.

  • It was fixed on the PTB, it’s still bugged on live servers. So it should be fixed in the next update.

  • @pizzavessel15 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553672#Comment_3553672

    the devs have said on their twitter before the perk released, they already had a change for it in case its a problem. they're just delaying it at this point.

    I do remember that. But it’s plausible that the data they have on the perk now that it’s been out for a while tells them the change they had in mind back then wouldn’t be enough of a nerf. Just a guess, but if they felt that change from back then was sufficient, it probably would’ve been implemented already.

    I would rather they take a bit longer and nerf the perk properly rather than rush in a change that won’t be enough to fix the problem.

  • He's still not that fun to face, but he's not as frustrating as before.

    Turrets are just unfun for both sides imo. They are slow to set up as survivor, and whether or not they work feels like it depends more on the killer's reaction time to them (or whether or not they're running one of the many addons that make them significantly weaker) and not the survivor's skill. If turrets fail to remove Crawler Mode, then as survivor it doesn't feel like you have many other options at times because the existence of turrets means the chase power has to be more oppressive than most other killers (otherwise there'd be no reason to play Xeno) and so the tail attack often creates lose-lose situations. On the other hand, if the turrets do work and you lose Crawler Mode, then you are an m1 killer with no power whatsoever which doesn't feel great either.

    I do love Xeno's tunnel system though, I immediately thought that was cool as soon as I saw it. And no other killer has anything like that.

  • The weaker toolboxes are fine. It's mainly Commodious toolboxes + extra charge addons that are the issue.

  • The terror radius has no influence on the anti-camp mechanic, the only thing that matters is the killer's actual distance from the hook. You can still be penalized even if you have no terror radius at all.

  • That’s something I’ve wanted them to add to Iron Grasp. It makes sense and it gives it an advantage that Agitation doesn’t have.

  • @Brimp said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3554128#Comment_3554128

    Yeah but the old 20% CURRENT progress was absolute horrid.

    It was fine if the gen had a lot of progress. It was bad if it did not, which is why I wanted it to have a minimum amount of regression so that it would never be completely worthless. Pop was and still is largely useless if the gen has little progress. The buff did nothing to fix that and made it too strong in its best case scenario.

  • The Pop + Pain Res combo I’ve been seeing a lot lately is pretty ridiculous.

    The only thing Pop needed was a minimum damage floor so that it always did something (eg. either 10% of total progress or 20% of current, whichever was greater). It didn’t need to be buffed to 30%.

  • @CatnipLove said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553809#Comment_3553809

    It was going to be infinite? I just assumed they planned to give each survivor the ability to pick themselves up once per game. Just like UB does now.

    It took 45 seconds instead of 32 to fully recover, but there was no limit on how many times it could be used. If at any point everyone was downed or hooked then the survivors lost instantly and the game ended.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553819#Comment_3553819

    I don't know what you mean that Wraith is weak in chase. He sneaks up on survivor, uncloaks and gets a free hit on survivor.

    He’s good at sneaking up and getting free hits thanks to stealth. But if he tries to actually chase someone he is an m1 killer for the most part, that’s what I meant.

  • They just need to address the 2v1 situation. They could even incentivize 3k as a win for the killer by changing adept requirements to 3k instead of 4k so that isn’t an issue. Beyond that just provide an option to bleed out much more quickly or something once there’s only 2 left so the game can come to a close.

    The only other form of slugging I would say is an issue is slugging with Knock Out which is just miserable for solo queue in general, but that’s a problem with Knock Out, not slugging itself.

  • @mecca said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553752#Comment_3553752

    Then you could definitely say constant auras (hand holding to lead killer to the survivor) and killers being able to turn off their terror radius is more unbalanced.

    It depends on how strong that tracking ability is, how often it can activate, how hard it is to activate it, etc. That’s why Ultimate Weapon for example is too strong right now - it’s active too often and is too easy to activate for how powerful it is to the point where it’s rendering several other tracking perks obsolete. Most other tracking perks have enough limiting factors to be balanced. But Ultimate Weapon doesn’t - much like how old IW didn’t either.

    As for stealth, killers that have that ability generally are lacking elsewhere. Wraith for example has great map mobility and stealth that can be triggered at will, but is balanced by not having a strong chase power.

  • @ArthurVeloso said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553804#Comment_3553804

    Make a small effort to understand that there was a counter play for this perk that it is name beast of prey. If you don’t listen to a survivor, just follow the blood highlighted! Simple, but people were busy running slow down perks to use it as supposed to.

    You’re thinking of Bloodhound, which is not much better nor is it needed to be able to follow bloodstains. That doesn’t change how strong old IW was. Furthermore, DBD isn’t a counterpick game. You can’t change your perks to counter the other side once you’ve already seen what they have.

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