sizzlingmario4
sizzlingmario4
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Resurgence, Solidarity, and Reactive Healing: Ever since the Hemorrhage rework these perks have become pretty bad, so instead of granting heal progress, these perks now reduce the maximum charges required for you to be healed (similar to how BNPs work). This means they are still useful against Hemorrhage but don't hard counter it. The effect is only for that heal and resets once you are fully healed or take damage; if at any point the number of charges to heal reaches 0 or is less than your current heal progression, you become fully healed. (Examples: Resurgence would reduce the required charges to heal by 40/45/50% when you're unhooked, Reactive Healing would reduce the required charges by 40/45/50% of the missing healing progression when it activates, and Solidarity would reduce the required charges at the 40/45/50% conversion rate while you're healing another survivor.)
Remember Me: The obsession isn't immune to the effect anymore, which both makes the perk stronger and makes it healthier as the killer doesn't need to tunnel the obsession out of the game to ensure the perk gets value.
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Literally just went into the locker and started self-caring, I couldn't do anything.
Not playing killer for as long as this is in the game.
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DBD isn't a counterpick game. Hope + MFT is overpowered. You don't address that by buffing killer perks, you address it by nerfing the overpowered combo.
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@DEMONANCE said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538006#Comment_3538006
it's not a busted addon are you serious.
It is. I'll compare it to every other Nightfall-increasing addon. I actually did some extensive testing of this just the other day.
Wooden Plank: Extra 5 charges added for hooking a survivor. (+25% of 20)
Burnt Letters: Extra 5 charges added for hitting a healthy survivor. (+25% of 20)
Fallen Shingle: Extra 0.9 charges added per second while in a locker or teleporting to a locker. (+15% of the normal 6 charges per second added. The 15% only applies to this number, it does not apply to the other values.)
Malthinker's Skull: Extra 0.5 charges added per second for every survivor in the injured state. (+66% of the normal 0.75 charges per second added per injured survivor. The 66% only applies to this number, it does not apply to the other values.) This stacks for each survivor in the injured state, so it'd be an extra 0.5 for one, 1 for two, 1.5 for three, or 2 for all four. Note that only injured state counts - survivors in the dying state or on the hook do not count.
This means, after 10 seconds with Malthinker's and one injured survivor, you've gotten the extra 5 charges that Burnt Letters would've given you for injuring that survivor, except then it keeps working indefinitely and giving you more value. I do believe that Wooden Plank and Burnt Letters are pretty weak addons and should be buffed, however, Malthinker's would still be better than those addons unless they were buffed to some ridiculous value. It has too much power for a yellow addon.
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Pretty sure this works on every map, I had survivors do it against me on Autohaven killer shack and I just saw a teammate do it on Dead Dawg. Flashlights need to be disabled until this is fixed, this is ridiculous.
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No, it was a bug because you are healthy while using FTP, and MFT requires you to be injured. So the synergy was removed as it was not intended.
FTP + Buckle Up works though.
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The locked locker exit time should be reduced from 3 to 2.5 and Haddie’s Calendar’s effect should be reduced from -1 to -0.5. That alone would make Dredge feel a lot better to play. I also agree about reducing the noise level especially for Nightfall and better locker placements/adding more lockers on certain maps would help too.
As for Malthinker’s Skull, it’s just straight up busted. It is far better than every other addon that gives extra progress towards Nightfall (and while some of those weaker ones need buffs, Malthinker’s would still be better than those even if they were buffed) and does need a nerf. I don’t think any basekit compensation is needed for that, I feel like the basekit rate is fine especially since going into a locker/teleporting to a locker builds up Nightfall very quickly. If they want to make Nightfall less reliant on that, they could slightly reduce Nightfall buildup from being in/teleporting to a locker and increase it in other areas.
I’m saying all of this as someone who plays Dredge a lot btw, they’ve been one of my favorite killers since release.
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Yeah that would be a nice QoL feature for it.
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Quick Gambit's repair speed bonus has been increased to 100%, and Grim Embrace now blocks all generators for 5 minutes upon activation.
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@Pulsar said:
They'll remove the Endurance and do nothing else because they are reasonable.
While I agree the Endurance is overkill and should be removed, removing that and doing nothing with the speedboost will not fix the perk. No perk on either side should give a permanent, untimed speedboost as unconditionally as MFT does. Simply being injured and not exhausted is not enough of an activation requirement for a speedboost that isn't on a time limit. Maps simply aren’t designed around that, even the good ones, and the worst part is it generally hurts the weaker killers the most.
I also think Haste stacking needs to go on both sides and instead only the highest available bonus should be applied. It's only going to become more of an issue with the more perks that get added to the game over time and it would also open the door for some of the weaker Haste perks to be buffed without fear of needing to worry about balance issues with stacking.
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537459#Comment_3537459
Precisely why i think movement speeds should be kept pretty sacred and we should stop giving ways to increase or decrease it outside of killer powers that are designed to work in that way (I.E. clown bottles), and very limited things like exhaustion perks that give a quick burst of speed.
I think the main problem is if a perk gives a movement speed boost and doesn't have a strict condition to activate and/or it isn't on a time limit. Something like Blood Pact is ok because it's hard to maintain, Machine Learning is difficult to activate and only lasts for 30 seconds, Hope is only in endgame and does nothing the majority of the match. MFT lacks any of that.
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It’s strong. Old Iron Will and perma-Distortion for 80 seconds up to 2 times per game and an anti-tunnel measure.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536421#Comment_3536421
I think there is no way around some base kit nerfs for Blight at this point. Otherwise all of his addons would need to be pretty damn bad. I'd rather Blight be slightly weaker at base and have some nice addons still.
But I agree that they should not Billy him. That one was a crime.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536944#Comment_3536944
The funny thing is that they shadow nerfed him a few more times. Dream pallets used to have synergy with pallet perks. That's no longer the case.
At this point I'd rather play old Freddy (with some slight adjustments) than our current version.
https://us.v-cdn.net/6030815/uploads/DVO6Z0THUDIZ/g8erdackoohy.jpg
I don’t think Blight needs any nerfs to his basekit. There’s nothing wrong with stronger killers having weaker/less impactful addons. His current addon set is the problem, his basekit feels fair and balanced imo.
@Tsulan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537060#Comment_3537060
I mean 6.5.0
She received a nerf in the form of special attacks not counting as basic attacks anymore and a addon pass that buffed her.
Eh. While she does have a few nice addons she didn’t have before and 3-blink got buffed, losing range and recharge was a very significant (yet necessary) nerf and I don’t think the buffs to some of the other addons outweigh that. But I do see your point.
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@HugTechLover said:
It should be an option. I hate the test. I much rather prefer to see prestige and mine to be shown. I didn’t grind p100 to just hide it. Hell, show my killer prestige too.
Also, think it’s extremely stupid it’s hidden for SWF too.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3536283#Comment_3536283
It does not prevent lobby dodging. Killers and survivors will dodge for many more things other than prestige.
It won’t prevent all lobby dodging but it will help reduce it. Your P100 (or whatever prestige) will still be visible after the match so it’s not like no one will be able to see it at all. All it does being visible prior to the game starting is encourage lobby shopping and it’s too common that someone ends up getting backfilled into a lobby they don’t belong in because too many players lobby dodge.
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@Nun_So_Vile said:
What have the priorities shifted to? What has been so pressing that they changed since last year and this year?
Skull Merchant.
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Were you using the perk Game Afoot? It changes the obsession to the survivor you've spent the most time in chase with if you hit them with a basic attack.
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Finally. That's good news.
Hopefully they address all his busted addons without ruining his basekit like they did with Billy.
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Even if you’re not in a SWF you could often still message your teammates. So unfortunately no it has to stay hidden until the match is over as it would not be fair to the Killer for it to be shown.
There would be nothing wrong with the match history feature though.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535543#Comment_3535543
I like this one.
If it was possible (and I have exactly 0 idea how), I would also think about some buff to her that would help beginner players only - so that she is easier to pick up (no idea what that would be though)
The only thing I can think of is that it would be a nice quality of life feature to show the remaining time for the chain blink window somewhere, either on the power gauge or on a progress bar in the bottom center of the screen. Experienced Nurses know the timing and wouldn't need it but it might help newer Nurse players.
Other than that, I think Plaid Flannel does a good enough job of helping new Nurse players learn blink distances and I actually would not want that indicator to be basekit since for an experienced Nurse the indicator can actually be distracting/get in the way.
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It would just be a balancing nightmare. We already have 131 survivor perks in the game and with this system there would now have to be 2 versions of each perk. Some perks are already very strong and making them any better would make them too strong.
This would also decrease survivor variability since specific survivors would become meta. Survivors should never be anything more than just skins imo, it's a good thing that they are all the same.
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Awesome!
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Welcome and thank you for adding the new avatars!
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I would make it so pallet stuns during blinks are longer (similar to cloaked Wraith but maybe a little shorter considering her movement speed is slower - 3 seconds seems reasonable) and stuns also remove all blink charges which don’t begin to recover until after the stun ends. This makes pallets slightly more impactful against her and also makes Decisive Strike actually usable against her since she will not be able to blink again right away.
Something else I’ve been thinking about is that maybe she shouldn’t be able to see auras of survivors while blinking or charging a blink as removing LOS counterplay through aura perks removes too much of her counterplay - there are only 2 counters to Nurse in a chase, one is LOS breaking and the other is keeping distance from her. But I’m more on the fence about this one since her perk choices are already fairly limited and taking this away would likely push a lot of Nurse players towards running 3 or 4 slowdowns.
As for addons, both Iridescents are bad design and should be reworked entirely, her Mangled addon should be changed to only apply after single blinks, and the addon that increases her lunge by 30% should be reduced to 20% - Nurse should have to be fairly accurate on blinks to get hits.
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It’s not a good move on TCM’s part. I wouldn’t be surprised if cheaters can force their way around that measure regardless and it ends up only affecting legitimate players.
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I think most players only dislike him due to how popular he is and not anything to do with the actual character or his power.
For me personally, his popularity doesn't bother me, I like going against him.
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We've already tried basekit Unbreakable, it created far more issues than it solved.
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Absolutely spot on. None of the Knight addon changes actually did anything meaningful or, in 2 out of the 3 cases, actually do the opposite of what the devs likely intended. Pillaged Mead is actually better for gen-damaging than it was before (it’s still bad for you, just less bad) and Tattered Tabbard is now worse than it was. Meanwhile Map of the Realm and Call to Arms are still basically required to play him (especially MotR).
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Yeah, considering there's a precedent for it with Wesker already, I think it'd make sense and would remove the ability to use the spear to wait out base-BT which isn't healthy.
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It does need a nerf but it’s not because of Nurse and Blight, it just lasts way too long in general and unless survivors use Calm Spirit it is better than every other tracking perk.
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The 7.2.1 update is delayed on Switch and until that is resolved, crossplay on Switch with other platforms will not be possible.
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Because it was a bug and the perk description says "your running footsteps are silent." It was never supposed to work while walking.
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Ultimate Weapon mostly power-crept FTD because UW is overpowered.
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No, a patch like 6.1.0 had been needed for a long time.
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Yeah I had this happen the other night too, the killer used it with Game Afoot and the exact same thing happened. Rancor is not correctly removing its effects from survivors if they lose their obsession status so multiple survivors become Exposed/can be mori’d. The effects should only be applying to the current obsession at any given time.
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It power-creeps basically every other tracking perk in the game and there’s no counter other than running Calm Spirit, even lockers don’t block it for some reason.
The active duration needs to be reduced significantly and it probably needs a longer cooldown too. The Blindness part is fine as is.
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Ultimate Weapon and STBFL are too strong. Pain Res is also pretty overbearing when camping a scourge hook/if survivors are forced to trade on that hook and combined with Pop is ridiculous, this was an issue before 6.1.0 and they fixed it but then brought it back by overbuffing Pop.
Deadlock is also too strong for camping but I’m hoping the anti-camp solution is going to remedy that one, the perk is fine otherwise.
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You’re still injured so it’s still going to count down and offset whatever duration you regenerate by healing.
To avoid this and actually gain part of the duration back you need to heal someone else while you are healthy.
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You need around 30 medkit charges to self-heal with Botany, so using any charge addon will be enough. It’s not possible to get enough charges for 2 self-heals with Botany unless you use Streetwise or BTL.
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Lucky Star is weird and kinda sucks. The other perks are fun and Light Footed can be deceptively good.
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Yeah. Buckle Up on its own is fine. Buckle Up + FTP is not fine.
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If anything I would give it the added effect of inflicting Hemorrhage any time you’re injured. Resilience is supposed to be a risk/reward perk that you have to be injured to benefit from. Healing to 99% and then benefiting from its effects until the killer comes and then topping off the heal removes the intended risk of the perk. That’s my only issue with it, it’s completely fine otherwise. I don’t think an Exhaustion limit is necessary.
An alternative idea if they don’t want to go that far is make its action speed bonus decrease proportionally to your heal progress. So for example if you are 50% healed then you only get a 4.5% bonus instead of 9% which would achieve a similar goal.
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I agree with some of these ideas but not all of them.
The big one for me is making half of Haddie’s Calendar basekit, this I 100% agree with, reduce the base time for locked locker exit to 2.5s and nerf the addon to -0.5s. I also agree that his ambient sounds should be reduced just a little.
I do not think he needs buffs to his cooldown, teleport speed, or nightfall charge speed though.
More lockers on certain maps would definitely be nice, there are too few lockers on some maps or sometimes none of them are near generators which provides a significant disadvantage all up to RNG.
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I would just make the aura-hide have a 15 second timer like all its other effects. That's the only part of it that's a problem, the other parts of the perk are fine.
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@Jambienn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530423#Comment_3530423
That really helps, thanks. The 120% was just an example.
You sound like you know alot about this, so another question, do you know the priority order for multiple buffs/debuffs?
In most cases you have to add up buffs first, then apply debuffs multiplicatively on that total. I’ll make up an example.
Assume all perks are tier 3.
Let’s say you are using Self-Care, Botany, Desperate Measures, and Resilience. You want to use SC to heal yourself. The killer is using Dying Light with 2 tokens (and you are not the obsession so the penalty applies), and all 4 survivors are injured so Desperate Measures is at max strength.
First we add all the bonuses to your base healing speed of 1 charge per second (or 1c/s for short).
Base healing speed = 100%
Botany = +50%
DM (4 injured) = +56%
Resilience = +9%
1 + 0.5 + 0.56 + 0.09 = 2.15c/s
Next we factor in the debuffs.
Dying Light (2 tokens) = -6%
Self-Care = -65% (this is how you get its 35% healing speed)
These penalties would be combined multiplicatively by subtracting each of the above values from 1 and multiplying those values together, then multiplying the result by the value we obtained above from adding in the buffs.
2.15 * [(1 - 0.06) * (1 - 0.65)]
2.15 * [(0.94) * (0.35)]
2.15 * 0.329
0.70735c/s, or 70.735% healing speed.
To find the time required to heal we can divide the number of required charges, in this case 16, by the healing speed.
16 / 0.70735 = 22.62 seconds
The entire calculation together would look like this:
(1 + 0.5 + 0.56 + 0.09) * [(1 - 0.06) * (1 - 0.65)] = 0.70735
Hope that helps.
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They changed how it works, you have to get off the generator and be near it, then you can install it.
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I don’t think Mangled needs a nerf. As for whether it’s okay for it to be combined with Hemorrhage, I would say it depends on the specific perk/addon. For Gift of Pain I think it's fine and Hemorrhage is required on that perk because otherwise you can hard counter it by 99ing your heal with a medkit - this was part of why the perk was so terrible originally because Hemorrhage didn’t do that at that time. Sloppy Butcher I’m less sure on.
I do think survivor perks that grant partial heal progress should be changed to instead temporarily reduce the number of charges required to finish the heal (only for that single heal), similar to how BNPs work now, so Hemorrhage does not hard counter those perks anymore.
As for addons I will say the following:
Wraith's relevant addon should lose one of the two status effects, as it is, it is pretty much free Sloppy Butcher. A perk slot should be worth more than an addon slot and you should have to run the perk if you want both effects in this case since the game is very lenient on what counts as a surprise hit.
Knight's two addons that inflict them separately on guard hits SHOULD be combined into one addon with both, guard hits are too uncommon for either of these 2 addons in their current states to be impactful so that’s a case where I think having both is appropriate.
Tilling Blade is fine having both because it actually has a timed Mangled effect, so you can just ignore it because if you don't heal within 60 seconds the effect removes itself even if you are still injured. It is the only Mangled effect in the game that can just expire without healing.
I do agree with you about the Nurse addon, I would probably change it to this: “Blink attacks following only a single blink apply Mangled.” In other words, it no longer works if you chain blink.
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I think it's more because it made sense for the turrets specifically with being able to use them strategically/run to the turrets in chase. Killer powers should not give survivors information like that unless there's a very good reason to, which I'd say there is a good reason for Xenomorph. It might also make sense with Pinhead. It's just unnecessary for the others though.
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Debuffs are multiplicative while bonuses are additive. So you'd have your default repair speed (1c/s) + the toolbox which you said is 120% (I'm assuming this is Engineer's Toolbox + Clean Rag?) (1.2c/s).
1 + 1.2 = 2.2c/s
Then it is reduced by 50% from Scavenger, or 2.2 * (1 - 0.5) = 1.1c/s. So your repair speed with the toolbox would only be 10% faster than normal during that time, since the penalty cuts into your toolbox bonus as well as your normal repair speed without the toolbox.
If I misunderstood which toolbox you were using let me know and I'll revise the calculation accordingly.
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I play her but I don’t do the 3 gen playstyle. But lately survivors just immediately give up regardless as soon as they see her so I honestly might just stop until her rework because half the time it isn’t even a real game anyways. I don’t really blame survivors either because most Skull Merchants are 3-gen Merchants.
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@Mandy said:
Can confirm that this is not a bug. We are conducting some ongoing tests with some players, and we're always looking to improve the player experience within the game. We will be monitoring the feedback closely on this.
Please keep the prestiges hidden, this was long overdue. I’m glad to finally see this in the game.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3530086#Comment_3530086
would wiretap be too strong if it was not possible to remove? barely anyone uses it. i wonder if it would be fine to buff it a little more.
Idk, I think it's fine the way it is now, it already got buffed to 2 minutes. The change in this update actually makes it possible to reliably use Repressed Alliance with it again like you could originally, since Repressed still works like it did before with being on the generator to block it. So if you're willing to use 2 perks for it you can make it unremovable for a little while.
Also I wouldn't say barely anyone uses Wiretap, it's not meta but I still see it more often than a lot of other perks.
