sizzlingmario4
sizzlingmario4
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- Username
- sizzlingmario4
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Comments
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Seems like it’s not platform specific btw. My friend and I are both on Steam, but they are still visible on their end but they’re not visible for me anymore.
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They're gone for me too
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@Annso_x said:
Sounds like they're working like chemical trap, which I assume is a bug
They removed the part from Blast Mine and Wiretap’s descriptions saying that you need to repair for 3 seconds to install the trap. So I think it’s actually an intended change.
They did also do a bugfix on them from the PTB so you are not allowed to install the traps on generators with no progress (which would’ve prevented the killer from damaging the generator to remove Wiretap). I am not sure whether you can apply the trap to a blocked generator.
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I disagree, pallet breaking is fine the way it is. But I'm also fine with certain killers being able to fake pallet breaks by using their powers. There are subtle differences if the survivor is paying attention.
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I don't think that's enough of a nerf. 2% is still impactful with MFT's activation condition and the Endurance is still overkill. The perk does not need both of those strong effects.
Personally I think it needs a more strict activation condition and/or needs to be time-limited. A permanent speedboost just for being injured is bad design.
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@Melinko said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3529365#Comment_3529365
After multiple years of vaults being so bad that you could land, take 2 steps and still get hit, I think the killer side could have dealt with the vaults favoring survivors for more than a few weeks.
It's not something that is an easy fix obviously or it would have been addressed.
If you take 2 steps after a vault and still get hit that's a ping issue, that'll happen no matter how good the vaults are.
Unfortunately, killers with bad ping often get rewarded. But that's a separate issue.
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I agree with you, I almost always get more excited for midchapters because they usually are more impactful on the game and often bring positive changes. That’s not to say that I don’t look forward to new chapters too though.
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The new vaults are pretty sad, but last patch's vaults were extremely obnoxious and should stay gone. They need to find a middleground.
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Yeah it’s intended. The current priority system is fine imo, but I think the time to exit a locked locker should be reduced from 3s to 2.5s (and then nerf Haddie’s Calendar addon from 1s to 0.5s). Basically make half of the addon basekit as locks feel a little too punishing right now.
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@Depressedlegion said:
I've used the tombstone peace addon.
Yeah then that’s why it happened and it’s normal. Because Tombstone Piece increases the amount of stalk you need for the first tier 3.
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Were you also using any of the tier 3 duration addons? This will cause the stalk meter to be partially filled when exiting tier 3 since the penalties on the duration addons only apply to the first tier 3.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528072#Comment_3528072
Ok I tried it out in another match. Yep, that's how it works now. That's such a weird and unnescesary change and I'm wondering why they did it.
Nevermind to this report I guess.
I think they did it because that's how Chemical Trap works and I guess they wanted all of them to work similarly. After all they nerfed Wiretap from 33% to 50% for the same reason.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528032#Comment_3528032
When did that happen? I didn't see it in any of the patch notes. The only thing I saw about it was that it can't be placed on a gen with 0 progress.
Yeah it wasn't in the patch notes but they removed the part from the description about needing to be on the generator for 3 seconds to install the trap so I'm 99% sure it's intended. They did the same thing with Wiretap.
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They changed it, you have to get off the generator and be near it to install the trap. I think it also uses the other ability button now.
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@adam1233467 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527867#Comment_3527867
I mean you can already see his tunnels on gens so it doens't matter at all!
Yeah I don't think it makes him noticeably weaker or anything since the control stations exist. I just find it weird.
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The thing with Lucky Star is, it hides your blood for 10 seconds...when your blood is already hidden anyway because you got in the locker. So that part only matters if you get out within 10 seconds and even then you still have scratch marks. If it caused blood at the locker entrance that was formed right before you went into the locker (and maybe a little before too) to be removed quickly upon entering the locker it would be better. Even then it's still a very weird perk.
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@Seraphor said:
Lucky Star definitely needed a buff.
So did Rapid Brutality... which was nerfed from 10s to 9s...
Sad to see none of Xeno's add ons got buffed though.
They nerfed it? It still says 8/9/10 in the patch notes.
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Am I the only one who actually doesn't like this? It just tell survivors immediately that they're playing against Xenomorph and is inconsistent with all other killers. Idk it's not really a big deal, it just doesn't make sense imo.
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When you scream there is still a scream bubble that the killer can see which shows your exact location at that moment. Distortion does nothing against this perk as it is not an aura reveal. It is not a bug.
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Are you using anything that applies Oblivious? That’ll cause Starstruck to not work since they’re considered to not be in the terror radius even though you still have one.
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I agree. Its current token system is not restrictive enough. Unless you are against a killer with a small terror radius (or a stealth killer), you can often maintain enough tokens to never have your aura revealed the entire game. It's overkill and it's never a dead perk either since even if the killer doesn't bring aura reading, you can determine what perks/addons they DON'T have and play accordingly.
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I agree. Rancid is awful now and has too many deadzones and weak loops.
I do like that the main building is a little more open now but it also has that fence now on the outside basically making that one nearby window near-useless as soon as the killer breaks the wall, since now you have to run back towards them after you vault.
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They buffed it and Grim Embrace aura reading by 1 second each most likely to accommodate the hooks/screams happening earlier in the animation, so for that first 1 second or so the killer can’t look around to see the aura. The buff basically prevents it from being an indirect nerf and keeps it mostly the same.
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I agree and I also think survivors should get objective points for generator progress made while being chased by the killer. The fact that you can run the killer for over half the match or longer and end up with the least amount of points is silly.
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I don’t think it’s going to be that bad. They seem less oppressive than EMPs and require setup time especially since survivors move slowly while carrying them.
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Exhaustion addons now are in a good spot imo.
Fearmonger is the only good killer exhaustion perk though, the rest are either only decent on certain killers (Blood Echo) or are just bad.
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@saintjimmy456 said:
A lot of Survivors aren't playing
against Sadakocorrectly.That's my experience lately.
Fair enough.
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@Snapshot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3525016#Comment_3525016
Source is an interview with BHVR about the Alien chapter
I see, I found it. Thanks!
I think Crawler Mode is definitely a more accurate name. Runner Mode sounds like it makes you faster but it doesn't.
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Furin just needs to go back to the way it was a year ago and it would be fine.
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Where did you get this info?
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@BlueHorkew said:
Is there any perk that insta downs a survivor without warning like that besides the Exposed Hexes?
Also Starstruck
There isn’t, Devour and NOED are the only perks that have the surprise factor.
Funnily enough, even those two don’t work the same way. NOED stays hidden until a basic attack, Devour can get revealed by most special attacks as well even if they don’t down the survivor. I guess it’s because they felt like Devour would be too strong if it could be hidden with special attacks, which it probably would be.
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EMPs are still a little too readily available, but he is nowhere near the worst killer. He's very effective if you can maintain pressure. The problem is how reliably survivors can shut down his power. He does not need any buffs to his actual power, it's EMPs that need another nerf and then he will be fine.
The only other thing that's kind of frustrating with him right now is how much MFT can counter Overclock, but that's a perk issue, not a Singularity issue.
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Lucky Star is weak and awkward. Chemical Trap is pretty good. Light Footed is decent, but is a perk that you’ll probably notice value from more as killer than you will as survivor.
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Something being overpowered isn't a good reason to killswitch it if it's not bugged.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523335#Comment_3523335
As much as it sucks for the people who play her in a chase-oriented way (myself included), she might require a rework to address this. That's the real shame here. I do play Skull Merchant. I do enjoy her to a point. But this is ridiculous.
This. I play chase Merchant and enjoy playing her that way, but ultimately I just want her issues to be addressed even if that means sacrificing her current chase playstyle. Maybe BHVR will prove me wrong but I don’t think she can really be fixed without a major rework of her power. 3-gen Merchant is absolutely insufferable and I’m still baffled that she was even released in the state she was.
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Resilience vault speed is nowhere near as impactful as a 3% Haste effect. Plus, Made for This can often let you reach a vault faster, to the point that you do not need the extra vault speed from Resilience to avoid a hit.
Vault speed is the only thing Resilience does for you in chase and its other effects are primarily used outside of chase and usually require taking the risk of staying injured to use. Made for This does a lot more in chase than just let you reach a vault faster and is overall far more versatile, other than not being able to use it while exhausted (and even then, it still pairs great with DH). And that's before I even go into MFT's Endurance effect which is just absolutely overkill for a perk which has a primary effect that by itself is already one of the strongest effects in the game.
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@adaw0ng said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3522875#Comment_3522875
I think it's more embarrassing to allow what's happening right now and will give such a bad impression to new players and returning ones now especially with the big licenses that are being added to the game and will bring their separated audiences with them.The equal thing from the survivor side is hiding at a extreme level of stealth and using perks that will give a "free escape" at the end without the need of any progress during the game. This, of couse, should be addressed as well. Always commented on it before on social media before I started to post here, but for some reason nobody cared as much as they do with Skull Merchant (maybe because it's literally too trendy.) I hope we don't enter a cycle of holding the other side hostage and mechanics / reworks come in as soon as possible.
I mean, I agree with you that playing survivor that way is boring and I'm of the opinion that perks like that shouldn't be in the game. But while I agree they should change those perks, there's no need to disable them in the meantime either, even though it absolutely sucks to have teammates who play like that.
Basically, if you start killswitching things that are problematic/bad design, it becomes a judgment call on BHVR’s part. Where do you draw the line between problematic and should be killswitched pending balance changes, and something that is problematic but not enough to be killswitched? You would have players on both sides complaining that A and B things got disabled but C and D weren’t. It may also act as an avenue for BHVR to put off needed updates to something when they can just killswitch it and forget about it. If for example, there’s a perk that is clearly overpowered and needs a nerf, instead of working to nerf it ASAP they killswitch the perk and no longer have as much of a sense of urgency to change it, meanwhile we have content disabled for an extended period of time.
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Imo a printer shouldn't be able to generate another EMP until the previous EMP from that printer gets used. So there can never be more than 4 EMPs in play at a time. Singularity's direct strength is fine, his counterplay is just too effective and too easy to spam. It's too easy for survivors to snowball and shut down his power compared to how difficult it can be to build up and maintain pressure with him.
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When they introduced MFT.
Excluding Skull Merchant's existence, the period of time following the Overbrine, CoH, DH, and medkit nerfs (and the Eruption nerf shortly before that) was the best state the game had ever been in.
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That's not the purpose of the killswitch and as much as Skull Merchant does need a rework, if you killswitch her just because of her being problematic and not actually being bugged, that is a very bad precedent to set.
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It’s only annoying if everyone is safe and there’s no tactical reason for a survivor to stay in the match. If that isn’t the case, there is absolutely nothing wrong with forcing the killer to hit you out of the gate to waste their time if it helps buy time for teammates.
I don’t mind if survivors let the killer get a free hit for points at the gate either, it’s only if the killer isn’t nearby and they are just waiting around for them that I would consider it annoying in any way. If the match is clearly over, just leave so everyone can go next.
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No, I don't and I'm a PC player.
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The reason it shouldn't be increased is because hooks need to put pressure on survivors. If a survivor unhooks themselves, whether by chance or by using Deliverance, it immediately takes a ton of pressure away from the killer because no one had to go get them. It's like temporarily having a 5th survivor in the match.
I understand your frustration with proxy camping and incompetent teammates, and the upcoming anti-camp system hopefully will be an effective deterrent to camping, but it's too soon to say whether it will be. As for getting bad teammates, that's something that no balance change can ever fix. That's just the nature of team games (and the matchmaking system having problems sometimes).
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The boon overlay is obnoxious, they should tone it down a little and it would be fine.
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If you're referring to the red background, it's not something you can unlock anymore. Those were given out in the 6.1.0 update as rewards to players who had leveled a character to Prestige 3 prior to the update's release, as that update massively overhauled the prestige system.
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Since the other survivor masks for Bubba got removed, it’ll probably never happen.
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@oreoslurpee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3520810#Comment_3520810
really? thats weird. when i was against a wesker he brought third seal on haddonfield and i couldn't see his chest auras like at all. is it a bug maybe?
You can only see the supply case auras against Wesker while you're infected. If you were infected and they still weren't visible then yes that is a bug.
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Chain blinds are fine.
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Because at the end of the game it was a free escape with nothing the killer could do to prevent it. It’s supposed to be an anti-tunnel perk, but it isn’t supposed to guarantee your survival, which is exactly what endgame DS did and thus it was changed to not do that anymore.
There is no such thing as tunneling once the exits are powered.
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I agree, it should’ve been changed a long time ago. Luckily not many killers use it.