sizzlingmario4
sizzlingmario4
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For the first time ever I was actually interested in a map queue because Lake Mine is a great map. It's by far the best map we have gotten in a really long time, the visuals are outstanding and it's well-balanced for both sides
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It should be slightly longer (among other changes to him).
Ghoul just has way too much going for him in general. Why does this killer get free injuries, a deep wound mechanic, a power vault, a survivor hinder mechanic after vaulting, high mobility, a short cooldown after using power, Bamboozle as an addon, an alternative to BBQ as an addon, and on top of that be extremely easy to play relative to other top tier killers? While it's true he does have a high skill ceiling, his skill floor is extremely low and it's really not difficult to do well with him at all just by doing the bare minimum. There's a severe mismatch between his strength and the difficulty of playing the character. No killer should have all of what Ghoul has at the same time and most killers don't even have half of what I just listed out.
Imo, Ghoul is long overdue to be nerfed and should be high priority for changes, he has single-handedly made survivor less fun due to how frustrating he is to play against (in combination with how popular he is because he's extremely strong and easy to play) and he needs to be brought in line.
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@ThatRyanB said:
Just popping in here to say that I'll be keeping an eye on this thread so I can pass folks' thoughts on to the team :)
I'll definitely check out the update tonight after work and share my thoughts!
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@UndeddJester said:
If it wasn't countered by hiding in a locker, I would agree. But as it is, just hide in a locker and you can't become the Obsession.
Before anyone says this is too cryptic to figure out, getting in a locker is standard counterplay vs. scream perks.
Alien Instinct does that too. If you're in a locker it can't reveal you or make you oblivious, it will go to the next farthest injured survivor instead (if there is one, if not then the perk does nothing)
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While I don't have a direct answer to your question - if you do get the audio issue at the start of a match, press Tab to go to the match details screen and then go back to the game and usually it fixes the issue for the rest of that match
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It's been really bad the last week or so. I've had more cheaters in the last week than in the last 6 months combined, both survivors and killers
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/461527/hottake-plague-needs-a-nerf
Plague is fine. Her iri add ons a bit overtuned, apart from that I don't see any reasons nerfing her. Iridescent seal might be the only add on needing nerf. Or at least notification from black incense that it's in play.
Agree. Basekit Plague is fine as is, but her iridescent addons do need to be nerfed and I'd even say Iridescent Seal just needs to be reworked completely, getting corrupt purge on every generator is very overpowered even for an iri and also completely goes against Plague's design of needing to be strategic with the fountains as the addon gives her her power anyway and it greatly diminishes the effect of survivors choosing not to cleanse to limit her power
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It was always 4%, it hasn't been nerfed
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I feel like Exposed in general should be visible to everyone (both survivor and killer) by survivors' portraits similar to how Broken works. I get what you're trying to address with FTTE and I agree with the sentiment but also feel like it's not the only perk that has that sort of issue (ie. Rancor kinda does a similar thing, the obsession plays ultra-safe in endgame and then someone wonders why they didn't try to save or help them). But in general it would give solo players better awareness of the effect and perhaps when they should try to help an exposed teammate. If this is too big of a nerf then I wouldn't be against buffing certain exposed perks to make up for it
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I sort of agree but only if used for a save (and pallet saves should count also). Using a flashlight/flashbang while being chased to try to lose the killer should not count as conspicuous
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Not good at all. 9.3.0 PTB was much closer to being salvageable, but 9.2.0 PTB was really bad and the original systems in that test were too abusable, had too many core flaws, were far too broad/didn't take enough specifics into account, and just overall went way too far. There were situations it punished that it shouldn't, and also narrow cases where it actively rewarded tunneling if 2 survivors were hooked at once. Only looking at "last hooked survivor" and nothing else was too broad of a metric, and blocking HUD info was a massive nerf to all killers, not just those employing the playstyles the mechanic attempted to discourage. No collision after unhook replaced one problem with another problem (and didn't fully fix the thing it was meant to address anyway), and the original set of killer bonuses, while impactful, made the game feel too linear and forced gen-kicking after each hook as a playstyle which was also a bad idea as not everyone prefers playing that way, and it also benefited the strong high-mobility killers more than most of the others anyway.
Don't get me wrong, I was disappointed that the 9.3.0 PTB got mostly reverted since I thought it had quite a bit of potential (even if changes were needed), but the 9.2.0 PTB was terrible and was rightfully scrapped
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Speed and efficiency are not the same thing - efficiency does not affect the healing time, it affects the consumption rate of your item charges. In other words, the Styptic Agent reduces the amount of medkit charges you need to complete the heal.
I will point out though that in its current form it is a bad addon because the benefit it gives in terms of the number of charges saved is less than what you can gain by using any of the addons that add extra charges (including the low-rarity Bandages).
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@Nazzzak said:
Last update of the year too. Happy holidays everyone lol enjoy the upcoming Bone Chill event 🥳
I like how this is the 2nd straight year something bad has happened right before the winter event lol, last year it was Thrill of the Hunt needing an emergency nerf
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@Nathan13 said:
Its an overreaction, it’s just one map plus there’s still plenty of safe loops in DBD.
It is not just one map, it's like half of them
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@AVoiceOfReason said:
Haven't been on the forums in almost 2 years, but I just came back to say yall did a FANTASTIC job on Myers. He feels FLUID again when using his power. I really enjoy playing him again now. He used to feel aggravating due to the awkward turning around pallets when using his strike but he just feels right now. I did see a bug though. I downed a Vee in a pallet then the pallet slammed me after like 2 seconds while I was standing there with no one around lmao.
Scared me pretty good lmao. Please fix yalls servers. Otherwise, really digging the changes for both sides so far. Forgot to ask, what happened to the scratch mark recolors? Did it not make it to live? I was really hoping to use that.
The scratch mark recolor is in the Beta options in the settings (in the same place as the killer FOV slider), it's not with the rest of the graphics settings
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Massive overcorrection for sure.
Last patch was bad, yeah, but this isn't good either.
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031649#Comment_4031649
Outdated wiki strikes again. Personally I don't really run it so off the top of my head I didn't have the exact number. I'd still say it's not game breaking but what do I know - I only play 50:50 and am looking for balance, not supremacy. So lets open it up to some direction. I say direction, not discussion since killers are designing survivor perks for them now. How useless would you all like this perk to be? How much would you like to hear the survivor saying to themselves 'Well that was a waste of a perk slot' after they see 1 second get knocked off their hinderance in the middle of chase?
After all, the killer rulebook for survivors clearly states if a perk actually helps a survivor escape, progress towards their objective, or god forbid extend a chase longer than a single second then it's unfair and killing the game.
I'm definitely not asking for it to be made useless - what I am asking for is a drop to 40% or so which would still be a very good perk and still stronger than the previous version (current is 66%, old version was 30%).
Based on effective durations of status effects with Vigil, this would effectively lower the duration reduction by about 11% (the current version is equivalent to about a 40% reduction in status effect duration, the proposed change would make this about 29%, which would still have a very noticeable impact on status effects).
Also - the wiki is on wiki.gg now. The old Fandom wiki is discontinued and no longer updated as of about a year ago
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Agree. Legion just doesn't work in 2v8. Normally they are designed around having an easy injure but having a harder time to down survivors, but in 2v8 you have another killer power to cover that and it just breaks that balance. I don't think Legion should return and Plague probably shouldn't be added either
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The speed addons need to go and there should be a cooldown after breaking a pallet similar to Ghoul, those two things alone would make him a lot more fair. Blight doesn't need as many changes as Ghoul does imo
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@ThatRyanB said:
Hey folks! With regards to the pallet density changes, as you dig into the changes, if you run into anything that you're not digging please do let us know. We can make sure the feedback is shared with the team.
Importantly, the more specific you can be, the better. If there's a specific loop or tile that you feel is too strong, let us know which one it is - bonus points if you can provide screenshots!Actually, going to give quite the opposite feedback here - some filler loops are a little too weak now, especially this one in particular stood out:
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@Mandy said:
It had a yellow tone in the PTB it's now very green, I will say if you have your gamma slider up too high it will be bright cos of the fog - the recommended 2.2 for the gamma slider though does not have this issue.
I have my gamma setting on 2.2 and it was still very bright and hard on the eyes to look at, I had to turn it down well below that to avoid getting a headache (which then of course made the rest of the game and other maps too dark). It's better than it was on the PTB, but this is still an issue.
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You might've missed it, but in an upcoming patch they are going to change the undetectable to activating when recalling a drone (instead of when deploying it) and change it back to 8 seconds
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@Shaddoll_Serpent said:
Just make Original Pain Sloppy Butcher if you hit a survivor who was bound. Does essentially the same thing without being as cheesy or broken.
That works, or it could just be with the current trigger condition of breaking free from a chain while injured, either would be fine
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@OrangeBear said:
I'm just disappointed they removed the hiding scratch marks from it. I thought that was a fitting feature that compensated its duration nerf well.
Wait they did?
If that's the case then yeah I'm with you, that should've stayed in
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I think the effects other than endurance should be increased to 80 seconds again, but the endurance should remain at 40
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The funny part is I think in most cases the new Original Pain is better than Greasy Black Lens, too. It lasts longer, and gives you the aura when you actually need it. When you first chain the survivor you already know where they are because you just had a first person view of them when controlling the chain, so the immediate aura read there from Greasy Black Lens isn't worth as much as getting a longer aura read a second or so later with Original Pain when they have had time to move a little. The only exception I can think of would be with Engineer's Fang specifically, Greasy Black Lens would be better (as Original Pain would never activate in that scenario).
Anyways yeah, one of those addons should be changed to do something else, they are way too similar and shouldn't both exist together
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@Another_LegionMain said:
maybe if it was an Invocation that lasted until the exit gates are powered it'll be balanced (better to what it is now)
Invocations aren't really in a good place right now in general, that'd be way too much of a nerf
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Making it a general efficiency bonus that works all the time would make it too similar to charge addons, at that point they would basically be doing the same thing just with a different method of achieving the same result.
I think it should be 60% but only on altruistic heals (not self heals), which would actually beat most of the charge addons (except Gel Dressings which is iridescent) if used for altruistic healing (you would only use 10 charges instead of 16, which is enough for 2 full altruistic heals + a little extra on its own) but with the drawback that it doesn't work on self healing
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@crookedAbe said:
Do people complain about perks they don’t even know how it works? You guys know that 66% faster recovery is different than 66% LESS recovery. If you make the math it amounts to about 40% less time for effects to go away.
I'm aware of how the effect works. I think that is too much for a completely passive perk that also benefits teammates and affects almost every status effect. The recovery bonus should be lowered to 40%.
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@NotJared said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4030322#Comment_4030322
I disagree with Greasy Back Lens being better, because honestly I don't really care where a Survivor is when I hit them? Unless I am incredibly forgetful, I should already know exactly where they are: I had a 1st person POV of where they were when I hit them with my chain. Also, there are a ton of chains that spawn that lead me directly to where the Survivor.
The new Original Pain triggers when you would actually need it: After they break the chains and you don't immediately know where they are, and it lasts for longer than Original Pain would.
Original Pain is definitely better overall imo. You could still justify Greasy Black Lens with Engineer's Fang specifically though (since that would not activate Original Pain).
But either way I agree one of them should do something else
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@MDRSan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031576#Comment_4031576
30% faster recovery hardly renders all status effect perks 'useless'. If you insist on calling it useless though, how many downsides would the killers like? Maybe it should only activate once a trial. How about it requiring totem cleansing or chest opening to activate - that old chestnut never fails to make survivor perks useless.
Since the game is being designed around the killer's rulebook for survivors these days I figured we should just cut to the chase here.
It's not 30% though, it's more than double that.
It is way too strong right now.
I don't agree with removing status effects from it completely, but the numbers should be reduced and it should not affect any killer's base power (ie. such as Freddy's snares)
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It's definitely useful and will help a little, but I really wish they had at least still thrown in Elusive too, even if it was only for 15 seconds.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4031378#Comment_4031378
They removed stacking, because more and more people started abuse Head On with it. You could jump in double lockers with friend and infinitely stun killer when he picked up anyone from locker. Pretty sure it's the only reason of this nerf.
Fair, I never came across that myself but I can see why they wouldn't like that, it's just that removing the stacking didn't actually fix why Vigil is overtuned in the first place. Getting a low enough exhaustion timer for that scenario to play out was only possible because of Vigil's recovery rate being too high in general, 4 instances of the old Vigil never got you more than what 2 buffed Vigils would give you prior to the stacking being removed
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20m was fine and it should've stayed that way. The system as it is with a 16m range is horribly ineffective and inadequate and doesn't do anything to anyone who knows how to avoid it. It didn't matter if it filled up a little when passing by the hook, there was still plenty of leniency in the system to allow for that and the base fill rate was reduced also. The only positive thing for survivors that came out of this was the bar being visible to teammates which is only going to make a difference for solo survivors, all the other combined changes they are making to the system (without the range increase) is actually a net buff for killers imo and that shouldn't be the end result here at all. It is far too easy for killers to still camp hooks and completely avoid the system by staying on the edge and only moving closer to the hook when someone comes for a save.
I'm incredibly frustrated that they backed down from actually trying to make meaningful changes here across the board, while the solutions they proposed certainly needed some adjustments they were long overdue and these problems aren't going anywhere on their own. There was a lot of room for improvement on this update and canceling 90% of it was a terrible decision.
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I do think Vigil needs a nerf and mostly agree with your reasoning, but I don't really want it turned into a boon, just toning the numbers down and removing the interaction with certain base killer powers it affects would be enough.
But yes, I agree it is too strong right now. The numbers are too high for how versatile of a perk it is and for it being a completely passive effect with no input. They tried fixing it by making it unstackable but this didn't really address the issue with the perk and why it's frustrating to play against since the stacking was only ever a problem because of the numbers being overtuned and more than doubled from the previous version (30% → 66% and 8m → 16m). Stacking pre-buff Vigil was never a problem.
Anyway, buffing exhaustion perks is a very strong effect on its own but on top of that it also makes several killer perks and addons far less effective and too weak to justify using considering how popular Vigil is right now. I don't think it necessarily needs a revert, somewhere around 40% increased recovery and a 10 meter range would probably be okay (and this would still be stronger than the old version), but in its current form it's overtuned and not healthy imo for the reasons above as well as that it further supports the survivor meta while also discouraging off-meta killer builds as most of the perks/addons that are affected by this are not meta options (not all of them, but most of them). On top of that, it breaks a longstanding general rule that perks shouldn't have an effect on a killer's base power (Clown, Freddy, and Nemesis specifically are affected by this, some others are not though).
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It does need to be changed, however the PTB effect was terrible because 15% efficiency is worth less than the addons that add extra charges (even the weakest ones).
My proposal was flip the effect to healing other survivors (instead of it being on self heals) and increase the bonus to 60% efficiency so it'd actually be relevant
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There need to be much harsher penalties for disconnecting/afking as killer in 2v8. Waiting 20+ minutes for a killer game and getting an afk teammate is not acceptable and should have more severe consequences
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Yes they should've moved forward with elusive, that part was fine, and there are probably a few perks that could benefit from it as well (Self-Preservation and Parental Guidance especially come to mind)
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@jesterkind said:
I could see Breakdown sticking around, but I do think its numbers needed to be tuned a bit.
I'd have done one of two things: Either it only works when others heal you, or it still works when healing yourself but the boost is lowered to 50% instead of 100%.
The second one especially would put it in a nice position between a lot of other tools that do similar jobs, for some good balance between them.
If it had to get nerfed then I'd choose the option of lowering the heal speed. Making it only work when others heal you would make it too unreliable imo
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@Elan said:
It wouldn't reach lvl of Resurgence.
Depends really. Resurgence gives a lot of value on average, sure, but if you get hit off hook with endurance then the effect is wasted completely (even if you aren't downed you don't get that heal progress back since deep wound takes it away) and Hemorrhage regression also reduces its value. Breakdown may not have made healing as quick as Resurgence can, but it didn't have those vulnerabilities so it was a fair tradeoff imo. Overall the effect was interesting and I would've used it a lot more than the current version without it.
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I feel you. While the changes weren't perfect and definitely needed adjustments, it had less overall issues than the previous PTB and I felt like there was a lot of room for improvement on this patch that didn't constitute mostly just reverting everything. I understood reverting the changes last time because there were much bigger fundamental flaws that weren't fixable in the timeframe between a PTB and a release, but this second time around I felt like we were much closer to an acceptable solution only for it to all be thrown away. These are problems that will not disappear on their own and I'm admittedly pretty disappointed with this outcome.
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I think instead of inflicting deep wound, it should inflict mangled and hemorrhage instead which would keep with the theme of pain and fix the redundancy issue with Greasy Black Lens, because yeah those are way too similar now
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@IronKnight55 said:
When will the update go live?
I believe next week on the 25th right after 2v8 ends
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I think they will keep most of it this time with some minor changes, probably lower the duration of endurance and increase the bloodlust benefit for killers.
I doubt Wicked is making it to live, the Resurgence combo was ridiculous.
Hopefully changes to the syringes and styptics since the PTB changes to them missed the mark pretty badly (PTB syringes were still busted and styptics were nearly worthless), as well as Original Pain since it was too similar to the existing Greasy Black Lens addon (but it shouldn't be reverted, it should do something else).
edit: and hopefully a revert on Autohaven lighting because that was awful
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I'm fine with it existing temporarily, but after the upcoming anti-slug changes are implemented, this particular abandon scenario should be removed
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4026219#Comment_4026219
I don't think that works, because Scene Partner needs you to scream to work/activate. I think Hardened basically cancels Scene Partner out completely. Same for Calm Spirit.
That's correct, Hardened being active will disable Scene Partner completely, Scene Partner has a prerequisite that you have to actually scream for it to work at all.
@Alen_Starkly One thing you can do with Hardened though is pair it with Dramaturgy, since it will replace the scream effect with seeing the killer's aura so you have a 3/4 chance of getting a positive effect. A build I like using sometimes is Dramaturgy, Finesse, Hardened, and Boon Illumination so you get Hardened active at the beginning of the match as fast as possible (Illumination satisfies the totem requirement and then also helps you find a chest to finish activating Hardened, then it helps you find a gen too). Finesse just goes well with Dramaturgy in general, but you could easily switch it for something else.
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She still needs a rework.
She's a little stronger in the PTB, yeah, but she's still not that good overall and she's still really, really badly designed.
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Franklin's should just be reverted, though you'd have to adjust it a bit with the charge system on the new items. Iirc, Built to Last now basically just rounds to the nearest whole number (ie. first recharge on a fog vial gives 2 charges back since 99% of 2 is 1.98, which rounds to 2), and Streetwise does the same thing, so you could do something similar here.
As for Hoarder, it does need a buff, but making it work on killer items again would be the wrong way to go. It's pretty established at this point that perks aren't meant to impact killer powers. I've been a big advocate for a while of adding more chests to the map by default (ie. 5 total instead of 3) which would indirectly buff a lot of chest perks but Hoarder would probably still need something extra. Definitely remove the 64m range limit (it's not strong enough to not be a map-wide effect) and maybe add an aura reveal when opening or rummaging a chest for like 10 seconds or something
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Honestly I feel the exact opposite, Styptics never bothered me much ever since they got lowered to 5 seconds. Syringes needed a nerf, but what they did on the PTB is just switching one problem for another. The heal effect was fine as a concept, it just needs to take much longer
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Happy Halloween!
I got 3 Myers in a row on survivor last night lol
