sizzlingmario4
sizzlingmario4
About
- Username
- sizzlingmario4
- Joined
- Visits
- 18,774
- Last Active
Comments
-
@ArthurVeloso said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553752#Comment_3553752
It is when you loose a perk slot and leave scratch marks and pools of blood. You want more tracking, bring beast of prey.
Using a perk and getting value out of it does not mean you are “losing a perk slot.”
And not only is Beast of Prey a terrible perk, it has nothing to do with tracking so I’m not sure what your point is.
-
@Zraith said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3553752#Comment_3553752
since we are just saying random things and pretend it is a valid argument, here is mine:
Audio cues have no valid counter perk and are therefore are not balanced, killers should put more effort into finding survivors instead of just being guided to them right away.
Old IW removed too much of the risk associated with staying injured with no prerequisite and was too effective at helping injured survivors hide or escape a chase. That’s why it was too strong.
Audio cues are an important part of this game on both sides. Just like killers can react to survivor sounds and noises they make in the environment, survivors can react to audio cues from a killer’s power and they can often be an important part of countering the killer. They’re not always meant to have a hard counter.
-
Being permanently silent while injured was not balanced.
-
They're not infinites, but I would say they are a little too strong regardless.
-
Because the Xenomorph nerf was reverting a buff that never should've happened, also it was just changing 1 number which doesn't take long to do. Since we already know MFT is going to be nerfed at some point and it wasn't ready for this midchapter, I'm hoping that means that the change coming to it will be more than just a numbers change (eg. they're not just going to make it 2% and leave it the exact same otherwise), which is a good thing, even if that means it takes longer.
-
I think they need some kind of change but removing them completely would make him extremely oppressive with very little counterplay.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552711#Comment_3552711
Doesn't really make any sense. Do you mean the survivor standing still or the killer? In the first video, survivors get notifier that the killer is sneaking up on them while they are on a gen. So, survivors just get a free warning anytime they sre on a gen for 5 or more seconds? If you mean killer, the killer was crouch walking up to that spot, not standing still. Also check out the second video. The survivor had zero line of sight and got a stinger warning out of nowhere, though the killer was standing in place for quite some time.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552824#Comment_3552824
In the videos (check my reply video, as well), none of the survivors are in chase. You could argue on the first video that the madhatter was in chase, but the reality is he was simply running by. Survivors are getting a warning that a stealther is near undeserved. Makes it harder for a stealther to ambush if they are getting random stingers and terror radius warnings. If the stealther has come up on a survivor unaware, they should be able to capitalize on that.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552782#Comment_3552782
See above
Chase was initiated because the survivor was running, entered the killer’s line of sight within a short distance, and the killer was moving. Those are the requirements to begin a chase. There is no requirement that the survivor has line of sight of the killer to start a chase. This isn’t a bug.
-
I think MFT has already shown us why that wouldn’t be a good idea.
-
It’s fine the way it is imo.
Also regarding the radius reduction idea: The range is 48 meters specifically because it is tied to rushed actions. The killer normally receives a noise notification for rushed vaults, but only within a 48 meter range. Beyond that distance, you can fast vault windows/pallets as much as you’d like and the killer will never know. The same is true for quickly jumping in/out of lockers.
In other words, I’m All Ears has the prerequisite of the killer being able to hear the vault action for the perk to trigger, and that’s what gives it its 48 meter range. Because Quick and Quiet suppresses these notifications, while it is active it also prevents I’m All Ears from working.
-
@Hermit said:
Dead Dawg main building still has a chance to spawn a 100% infinite, correct? Haven’t heard anything about it being fixed in the last weeks.
That was fixed in 7.2.1.
-
Nanomachine Gel is not very good, even in its original form when it was 40 seconds it wasn’t that useful. If you hit a survivor in Overclock, more often than not Singularity will want to try and teleport again and down them so the survivor is not going to be healing anyways and the effect is redundant at that point.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552807#Comment_3552807
What do you mean by "for 250% total speed" and "for 260% total" ? I'm doing my math as 100% + 50% = 150% Total.
150% is the bonus you have from those perks, but that isn’t including the default healing speed of 100% which has to be added in as well.
So for that example the calculation would look like this:
Default speed: 1
WMI: 1
Botany: 0.5
(1 + 1 + 0.5)
2.5
16 / 2.5 = 6.4 seconds
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552772#Comment_3552772
I'm about to start running We'll Make It and Botany. That just adds, correct? If I unhook, I will heal others at 150%?
What if I also add the perk Empathetic Connection? If I unhook, I will heal others at 160%? And always at 60% if We'll Make It is not active?
Thanks for your time.
Yep WMI + Botany would be 150% faster (for 250% total speed), with Empathic it’s 160% faster (260% total).
Time to heal a teammate with:
WMI + Botany is 6.4 seconds, or 8 seconds with Mangled
WMI + Botany + Empathic is 6.15 seconds, or 7.69 with Mangled
Botany alone (if WMI isn’t active) is 10.67 seconds, or 13.33 with Mangled
Botany + Empathic (if WMI isn’t active) is 10 seconds, or 12.5 with Mangled
-
Undetectable does not prevent chases from happening, Wraith’s and Onryo’s powers specifically do that, but it’s not a feature of Undetectable as a whole.
The visual terror radius is designed to always display a heartbeat while in chase regardless of the terror radius. Whether or not that’s intended, I’m not sure, but from an accessibility perspective I think that makes sense.
-
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552445#Comment_3552445
Agreed. But so is saloon (with it's 3gen), Midwitch (size and quality of pallets), pale rose (after rework this one has barely any pallets and is quite small for it), etc. Yet it's only survivor-favoring maps (or neutral like Rancid) that gets rework in favor of killers.
Swamp should get a rework eventually, it’s the only realm that hasn’t been updated yet. Dead Dawg 3 gen is really bad yeah but we know BHVR is working on 3 gens. I actually like Midwich as survivor though, even though I know it’s slightly killer sided it’s still fun.
I do want them to revisit Rancid Abbatoir again, that map is far too weak for survivors now after the changes.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552546#Comment_3552546
Thanks for everything, the answers including the math.
I am however going on literally 5 days with no sleep (not even a nap) and will have to study the math another time.
Would you be willing to do the same scenarios only this time excluding Resilience?
I'm not really sure how much time I'm shaving off by using a perk slot on that just to add to Self-Care and Botany.
5 days with no rest? Get some sleep soon!
Resilience is only saving you a couple of seconds in this case. Though by running those 3 perks together you can heal to 99% and do gens 9% faster until the killer comes (and then finish the heal) so that makes it more valuable (unless they have Sloppy). Anyway:
Botany + SC:
(1 + 0.5) * (1 - 0.65)
1.5 * 0.35
0.525
16 / 0.525 = 30.48 seconds
Botany + SC + Sloppy:
(1 + 0.5) * (1 - 0.65) * (1 - 0.2)
1.5 * 0.35 * 0.8
0.42
16 / 0.42 = 38.10 seconds
Hope that helps.
-
It would look like this:
Default healing speed: 1
Botany: 0.5
Resilience: 0.09
Self-Care: -0.65 (this is how you get its 35% heal speed)
You calculate the heal speed by adding the bonuses together along with your default heal speed (which is 1), then applying the Self-Care debuff multiplicatively to that total by subtracting it from 1 and then multiplying:
(1 + 0.5 + 0.09) * (1 - 0.65)
1.59 * 0.35
0.5565
That is your action speed.
Then divide the number of charges to heal (16) by the action speed:
16 / 0.5565 = 28.75 seconds to heal
For your second question with adding in Sloppy Butcher, Mangled reduces the heal speed by 20%. Note the in-game description says an increase in the time required to heal by 25%, but that is the equivalent of reducing the action speed by 20%.
Multiple penalties apply multiplicatively, so we still add all the bonuses first, then subtract each penalty separately from 1, then multiply everything together:
(1 + 0.5 + 0.09) * (1 - 0.65) * (1 - 0.2)
1.59 * 0.35 * 0.8
0.4452
16 / 0.4452 = 35.94 seconds to heal
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552526#Comment_3552526
i did it. info just doesn't feel instantaneous enough.
Fair enough.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552502#Comment_3552502
I don't know. I still feel lost using gearhead. the perk would likely be better if the duration was reduced to 5 seconds but it highlighted 1 random generator that survivor works on in yellow.
Try it on Wraith, it works really well on him especially if you play hit and run (though you don’t have to)
-
Ultimate Weapon needs a nerf regardless of Pig. FTD interrupting it is fine.
-
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3552225#Comment_3552225
surveillance got nerfed. it used to keep generator highlighted in white even when the generator regressed fully. gearhead also received some various changes that make it weaker.
The Surveillance thing I would say is more of a bugfix. If the gen reached 0 then it technically wasn't regressing anymore and therefore shouldn't keep the white aura.
Gearhead did get nerfed from PTB, I forgot about that. I would also say it got nerfed when it was reworked the first time even though it wasn't intended to be a nerf. (Though the current version we have now is good)
-
Garden of Joy is by far one of the most unbalanced maps in the game and needs to be changed.
-
FYI - You can fix the Twitter links by changing "x" at the beginning of the link to "twitter"
-
@[Deleted User] said:
I don’t know Assasin’s speed, but I’d make these changes to Jailer:
- Faster than Carnifex, slower than Assassin.
- Lasts longer in chase than Assassin, not as long as Carnifex.
This puts Jailer at the middle grounds between Carni and Assassin in regards to chases.
Carnifex specialises in breaking things, in chase, slow but persistent.
Assassin, specialises in the chase, is therefore the fastest and hardest to escape.
Jailer, specialises in the patrol and guarding, and is a chaser who has some benefits and drawbacks compared to the other two, rather than just being the worst.
All three are viable for what they specialise in while also having unique chase attributes.
Assassin is 110, fwiw.
-
The old Hangman’s Trick, technically. It had a 16m aura reading range around every hook on a PTB and then it got nerfed to 6m. Awakened Awareness was nerfed from PTB too.
I can’t think of any others.
edit: forgot about Pain Res originally having a notification which got removed in 6.1.0, so yeah that’s another one too.
-
They’re not even 105, they’re 102.5. Jailer probably should be 105, Carnifex is fine the way he is
-
No, Blindness does nothing with the turrets.
-
I do think the Iri Tape + Mother's Comb combo is pretty ridiculous. But basekit she is fine, she is not difficult to counter.
-
@Halloulle said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551607#Comment_3551607
... just that it doesn't "completely negate every single aura perk". You have three stacks and on many occasions you'll run out of stacks quicker than you can regain them. The only perk that's completely negated initially is Lethal Pursuer - but Lethal has a secondary effect that is not negated once stacks are depleted. You'll routinely run out of stacks against stealth and ranged killers, killers that have aura reading add-ons and killers that have the undetectable status either as a basekit mechanic or due to perks/add-ons.
Plus, comparing Distortion, which counters peks, with UW, which counters an essential base game strategy, is also a bit of a comparing oranges to apples kinda thing.
You really only run out of Distortion tokens against killers with stealth or a small terror radius. Like, against a Huntress with a full aura-reading build, or a Pig with Amanda's Letter, yeah it can happen. But 95% of the time Distortion is effectively infinite. It's supposed to be limited by its token system and for the most part it really isn't right now. That's why I think it's overtuned.
-
@caipt said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551624#Comment_3551624
I would have to agree. While I hate midwich as much as the next guy its not like theres a lack of pallets or something like that. its playable, at the very least your chase can be enjoyable. GoJ main is an infinite.
I'm the odd one that actually likes Midwich, even as survivor. Even though I think it is slightly killer-sided I still have fun on it on both sides unless I'm playing a killer that's bad on indoor maps.
And yeah GoJ main is awful, that building needs major changes. The downstairs loop is way too strong and a lot of the upstairs parts are kinda pointless because the generator is right next to a god window. I still find it funny that there's a breakable wall in that building that could've been used to make the windows more balanced and instead it's in the most useless spot ever.
-
@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3551618#Comment_3551618
I am fine to remove pallets from the Game if they add some vaults. This map terrible designed.
Vaults are usually where survivor & killer can outplay each other. The Game has not so much vaults, so for cost they added a lot pallets.
I agree , it's terrible map.
Garden of Joy already mentioned to be changed. Preschool maps also need to be changed. I don't see problem with Mother's Dwelling, it's just main building needs some tweaks.
Mother's Dwelling is just way too big. Main building needs changes and the map size needs to be reduced, then it will be fine. The actual loops aren't a problem on that map other than the building.
-
Most killer sided maps aren't nearly as unbalanced as the most egregious survivor sided maps.
That said, the worst offender is probably the new Rancid Abbatoir, that map is insanely killer sided now and needs more changes. Some other maps have ridiculous 3-gens that can spawn (looking at you, Dead Dawg corner 3-gen and Grim Pantry) but we already know BHVR is working on 3-gens as a whole.
-
"I replaced Lethal and BBQ with UW and slotted Pain Res into the empty slot, same info, more regression."
That's part of the problem with it. It's just better than every other information perk. You removed 2 perks from your build and got the same information (or better) with only 1 perk.
The Blindness is fine. It countering WoO is fine. What isn't fine is its ability to be an on-demand, moving version of Static Blast that can basically cover the entire map in that 30 seconds it's active. It's not just a Blight problem either. It shouldn't last nearly as long and the cooldown needs to be longer.
-
@the_honey_badger said:
I agree, im shocked more people don't run it tbh. 30% for 1 totem is insane. Honestly it's one of those perks that need a nerf. Maybe move the gen speed reduction on pentimento to at least 2 totems needing to be hexed? Just needing 1 totem is way too little for the massive reward you get in turn.
We’ve actually seen that already. On Artist’s PTB, Pentimento was bugged and had the repair and heal speed penalties switched, so 1 totem was heal speed and 2 totems was repair speed. It was not strong enough when it was like that.
-
Plaything + Penti is fine imo. You need to spread out hooks to get multiple Playthings up and survivors are also under no obligation to actually cleanse Plaything at all. Not saying ignoring it is always the right play, but it’s a hex you can often get away with ignoring and the combo is risky because of that (and it is also rather predictable).
It would be overpowered if it were more consistent and/or easier to get, but it’s not.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550929#Comment_3550929
https://forums.bhvr.com/dead-by-daylight/discussion/391875/masquerade-med-kits-are-bugged
Might it have something to do with the bug report that you made (since you're using a Masquerade Medkit)? This hasn't been fixed as far as I'm aware.
The medkit in that report only had 40 charges, so that wasn't a bug in that case.
-
Ok well I just tried the exact same medkit with the exact same addons and I got my 2 self-heals without any issues:
So now I really don't know what the problem is. Maybe it's not consistent
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550873#Comment_3550873
It's not working. I've tried Gel Dressings with brown Bandages and Green Gauze Rolls. I'm running out of charges on the 2nd Heal only about 70% healed. This was never an issue before last week.
Try the same addons with a medkit that’s not a Masquerade medkit. I’m wondering if Masquerade medkits might be bugged. Because that should’ve worked.
-
You need Gel Dressings and any of the other extra charge addons, that should be enough for 2 self-heals. If Gel Dressings + Bandages isn’t working then something is wrong.
Your other option is using Streetwise which will allow you to either swap Gel Dressings for any of the lower-rarity extra charge addons or allow you to just use Gel Dressings by itself and your other addon slot can be whatever you want.
-
Feng, mainly because I just always liked the green bunny outfit. When I was a new player I started mostly with Meg and then switched to Feng and almost exclusively played her for about my first 1k hours, then I started branching out to more survivors and now I play almost everyone at least a little bit. What I do now is I keep different perk builds on different survivors and the build I feel like playing basically decides who I will play; I have every survivor to at least P3 so I can use anyone’s perks on anyone (and I actually make a point of NOT using any survivor’s own perks on them, because I’m weird like that). But she’s still my favorite.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550503#Comment_3550503
What speed modifiers can affect it?
Anything that affects healing speed, including perks, the Mangled status effect, and the medkit itself. The syringe takes the same amount of time to heal as it would for you to complete that heal normally from start to finish. So using it on a teammate will actually be faster than 16 seconds (unless there is something else in play that reduces the heal speed) since medkits are faster for healing teammates, but it will actually be slower if you use it on yourself since medkits reduce self-heal speed.
-
@CountOfTheFog said:
If I use these add-ons on a teammate in SoloQ, how will they know that I used it on them?
For the styptic it will show them the Endurance status effect on the right, for the syringe there will be a blue icon with its symbol at the bottom of the screen which also shows how much longer before its heal will trigger, the time varies since it is affected by heal speed modifiers.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550402#Comment_3550402
Can I use it with this? In one medkit? This heals a Survivor without your hands on their back, right?
https://us.v-cdn.net/6030815/uploads/TR5UFW30B6JC/20230925-154258.jpg
You can, both effects will trigger at the same time. However, if you get deep wounded from the killer hitting you while the Styptic Agent is active, when the syringe timer is up it will only remove the deep wound and you’ll still be injured. But yes, it is possible to use them together.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3550410#Comment_3550410
Wow and this thing costs 4,000BP. Do any of you use it or intentionally buy them in your Bloodwebs?
Yes, it is very strong if used properly. It actually used to be even stronger, it got nerfed a few months ago (from 8 seconds to 5 seconds).
-
You can’t finish a heal after using it, that’s the point of it consuming the medkit. But you can use up most of the medkit charges and then use this addon later as long you have just a tiny bit of charges left. If you want to ensure you have enough to self-heal once and then still be able to use this addon, pair it with Bandages so you’ll still have 8 charges after the self-heal.
You can either use it on a teammate if you can’t finish healing them in time before the killer comes, or you can use it on yourself mid-chase. It’s like Dead Hard but better since you can fast vault with it and the killer can’t down you (just don’t vault a pallet with it or slow/medium vault a window because then the killer can grab you and that negates the Endurance).
-
Generally, Commodious toolbox with Wire Spool as your second addon would be your best option. The impact from the BNP itself will be the same no matter which toolbox you use though.
It used to actually make a difference which toolbox you put a BNP on because old BNPs used up some toolbox charges while being installed so how much time a BNP really saved you compared to what you would get from that toolbox without it would vary, but that isn’t the case anymore.
-
That would be OP for the same reason Alch Ring is.
-
@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549744#Comment_3549744
Why wouldn't that be fair? Everyone would have access to the option to hide their prestige level, they'd just get the ability to choose.
If it was an option, I think it might promote the idea that players who hide their prestige level are more likely to have some reason for wanting to hide it and regardless of whether that was the case or not, some players would dodge them as a result which is exactly what hiding prestige is trying to cut back on. It probably wouldn’t happen as often as it does now but I think it would still be an issue.
I think it’s best if it just stays completely hidden from everyone until the match is over with no option to show it in the lobby. Ever since BHVR began testing hiding prestige from some players, I have noticed lobby dodging happens far less often in my games.
-
@RpTheHotrod said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3549313#Comment_3549313
I'd say it should count, because the whole point is to avoid tunneling, and if someone is able to fully heal you, then clearly the purpose is null and void at that point since you're not being tunneled. Otherwise, people are just getting fully healed then running around with "secret" protection to use offensively against the killer (which is the opposite intent of the perk). Usually you can at least tell someone has OTR due to a lack of pain sounds. Essentially, allowing being fully healed and having the benefits of OTR just encourages people to weaponize the perk against it's actual purpose.
Being healed doesn’t necessarily mean you aren’t being tunneled, especially if the unhooker has some way of healing you quickly and/or 2 people are there for the heal right before the killer comes back for you.
-
@GannTM said:
I really don’t think this combo is anything to complain about. It’s just like flashlights where you need to stay off gens to do it. They can make it to where the duration of buckle up is slightly shorter but please don’t remove the synergy all together. The perks are fine.
The difference is you can counter flashlights and punish failed attempts/get a free hit or down. So that time spent off of generators will have been for nothing. FTP + Buckle Up can be used during the killer’s hit cooldown and cannot be stopped. There is no risk factor. That’s why flashlights are ok and this perk combo is not. Both perks are fine on their own, just not together.

