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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • I think Blindness should only affect auras from perks and add-ons and should not hide basekit auras, this is the main issue with it that makes it stronger against solo queue than SWFs. To make up for this loss of power, it should receive the additional effect of hiding the Killer's red stain which affects both solo and SWF equally. Since the aura nerf means it would no longer hide generator or hook auras from the killer when they are the one suffering from Blindness, I would also increase Residual Manifest's duration to compensate since hiding the red stain is irrelevant in that case.

    Haste effects should not be allowed to stack under any circumstances. The highest available bonus to movement speed should be applied and the rest ignored.

    All other status effects are fine as is imo, though I think Endurance is starting to become overused by the devs.

  • This, unfortunately, is not a bug.

  • @jesterkind said:

    It's good, but inconsistent.

    I'd wager that it'd be best in a build that also deals with pallets in some way, maybe including something like Blood Favour? I could see the idea being that Claustrophobia funnels survivors towards pallets, but the other perks in your build make those unsafe too- but I've not actually tested that myself.

    Other than that, Claustrophobia is better than before in that it's actually usable now, but it's still one of those perks that you're gambling on getting value from, which makes it unappealing to a lot of players.

    Yeah, I did get value from it once with Blood Favor. Dissolution could work too, I’ll probably try that combo next time I play.

    @Evan_ said:

    It actually replaced Bamboozle on my Bubba - vaulting windows is such a slog, closing all windows for 2.5 minutes every trial feels much more practical. Especially since it's linked to gen-completion, and that's when survivors rotate.

    I had most success with it on Knight though, as it often grants the goons surprise-hits.

    Interesting. I don’t really play Knight much but I’ll definitely try it on Bubba. I almost always run Bamboozle on him, so maybe I’ll pair Claustrophobia with Deadlock to help ensure 2 gens don’t pop around the same time so you get the full value from the 30 seconds of Claustrophobia/its activations don’t overlap. Since if I’m going to replace Bamboozle on him I definitely want to ensure its replacement gets as much potential for value as possible.

  • They’re far too restrictive and the cooldowns are absurdly long.

  • I play both, but slightly more survivor than killer.

  • @KaTo1337 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519278#Comment_3519278

    thats actually wrong. I tried it out.

    You get Z-Block when the survivor hits the snare. After the Z-Block runs out and the survivor hits another snare, the Cat-Block triggers.

    Somehow it switches between two similar addons (well, I dont understand why Freddy has so many similar addons... just fill-ups because there are no ideas? I mean... 3 Dream Pallet-Addons doing all the same, 3 Dresses doing all the same, 2 Hemmorhage doing the same, 2 Blindness doing the same and finally 3 "I hear things louder" doing the same... and then you take a look at the Freddy-Copy called The Dredge and you see... one Addon doing Manged, Hemmorhage and Blindness all in one, a purple "Red Paint Brush" with the addition of everyone falling into Nightfall when all gens done etc. - its kinda frustrating to see Freddy vs. his Clone called The Dredge).

    Man, his addon-pass is the worst in the entire game. Only Pyramid-Head can compete for this extremely sad title.

    This killer desperately needs an Addon-Pass and an Power-Overhaul.

    I just tried to reproduce this myself but always got 90 seconds every time. I also tried switching the order of the addons to see if that had anything to do with it. That said, if it’s sometimes only giving 60 seconds, it shouldn’t be.

    Out of curiosity, were you healthy or injured each time you triggered a snare? Since Z block has the unique effect of causing bleeding while healthy, I wonder if that has something to do with it.

    But also, yes, he needs an addon pass, he has so many useless addons it’s awful.

  • Impaling Wire is fine. Original Pain is the addon that needs a change.

  • With the number of killers we have in the game at this point, there are bound to be some similarities between certain ones.

    While Xenomorph's power overall is fairly simple, I don't feel like there's anything wrong with that. Plenty of older killers in the game's lifespan have powers that are even simpler than Xenomorph's and players still enjoy those characters.

  • There should be a set of dailies for each role. Most dailies right now are for killer which kinda sucks if you want to play survivor.

  • Yeah, I wish there had been a way to leave more detailed feedback. Since there wasn't, I'll put some of it here with examples of what was good and what wasn't good.

    First of all, the detailed information section on the right of the perks explaining status effects and mechanics is an excellent addition.

    Something like this description is too short and too vague:

    image_2023-08-17_165739154.png

    This example feels like it tries to use as few words as possible, to the point where it feels rushed and incomplete. This version of the description doesn't even specify who is suffering from the Hindered effect, and the detailed info regarding Hindered on the right adds to that confusion by saying it can affect the killer as well. While it's a fair assumption that the effect is being applied to the survivor completing a generator, a player shouldn't have to make that assumption at all.

    These 2 versions of Electrophobia meanwhile, both clearly explain exactly what it does in a simple manner:

    image_2023-08-17_163246865.png image_2023-08-17_163715428.png

    This version of the Hasten Healing description has a couple of issues:

    image_2023-08-17_163405501.png

    One thing I'll point out here: I like that it uses the actual image of the E button instead of "Active Ability 1" or similar. That aside, 2 things stand out here:

    1. This version of the description isn't clear on when Exhausted is applied. While most experienced players would probably assume it's applied when using the ability, a newer player could easily interpret this as becoming Exhausted as soon as you begin the healing action, regardless of whether you press E or not, because that part isn't explicitly tied to pressing E in the description.
    2. This description doesn't specify whether the perk can be used while Exhausted. Every other Exhaustion perk for survivors specifies that it can't be used while Exhausted, except Adrenaline which specifies that it can be used regardless of Exhaustion.

    This version of Hasten Healing fixes the first issue, but still has the second issue:

    image_2023-08-17_164744478.png

    I'd also like to compare these two descriptions:

    safe haven stack issue.PNG image_2023-08-17_164029881.png

    The first one simply says "This perk does not stack" while the second one says "Survivors can only be affected by one instance of Safe Haven at a time." These are 2 very different things. "Does not stack" I would generally interpret as not stacking with anything, even other perks, but that doesn't seem to be the intention here as the second version just says that it doesn't stack with itself. If the intention is to limit the perk stacking with itself but not with other effects, simply saying "this perk does not stack" is too vague.

    This Harming Hands description only has one minor issue and it's that it doesn't specify how the cooldown works. Is the cooldown 40 seconds beginning at the time Exposed is inflicted, or is it 40 seconds after Exposed is removed? If it's the former, can multiple survivors be Exposed at the same time?

    harming hands.PNG
  • No, status effects don't stack in duration, if you ran both of those together you would just get the 90 seconds of Hemorrhage from the Z Block. Cat Block would be a waste of an addon.

  • Hasten Healing is mostly just worse than Botany, the only reason you would use it instead is if you had a medkit and wanted to avoid the medkit debuff. The heal speed bonus would need to be a little higher for it to be good.

    Safe Haven is pretty useless against killers that primarily rely on special attacks but would be really strong against m1 killers. Not a fan of it.

    Electrophobia is too situational.

    Harming Hands is the only one I kinda like.

  • @Alice_pbg said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519078#Comment_3519078

    and when you got to the 4 different versions, did you not read the one that used the perk name instead of just "this perk"?

    or was it a different perk that got 4 versions?

    either way... they are saying this perk does not stack with another instance of itself.

    I got Electrophobia for that question. Did it show you all 4 versions of Safe Haven instead?

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519071#Comment_3519071

    On my version it's said this perk does not stack. That's all i got

    Yeah I guess they wanted to see how players would interpret that. Do players see the words “this perk does not stack” and think 1) it doesn’t stack with anything, or 2) it doesn’t stack with itself. Personally I would interpret that as not stacking with anything and it sounds like you read it the same way. They tried to make the description shorter and left out a key piece of information in doing so which entirely defeats the purpose. I’m all for making perk descriptions more clear and more concise, but only if it still accurately describes the effect and isn’t vague.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3519039#Comment_3519039

    Nah, it's says this perk does not stack. So this mean you will be run with 5% haste. MfT will be wasted in boon range.

    I got a different version of this perk description in my survey (I think some people got more detailed descriptions than others) and mine said “Survivors can only be affected by one instance of Safe Haven at a time.”

    So if that’s what they intended then actually the version of the description that you got is bad because it’s not correct and actually can be stacked with MFT. But also, boons not stacking with themselves is a general rule for those perks already, but there hasn’t been a limit on stacking with other stuff except for CoH explicitly not working with medkits anymore.

  • This has the exact same issue as the original Mettle of Man (the busted version) in that it only works with basic attacks.

    So it would probably be too strong against m1 killers, but killers like Huntress would be able to hard counter it easily. Not a very well designed perk imo.

  • Many of the existing options are also just too weak and aren’t worth using. Fearmonger is in a good spot, but Blood Echo is typically only good on certain killers, Genetic Limits is too unreliable and you don’t even know who is exhausted from it a lot of the time (could be the person who healed themselves or someone else who healed them, you don’t know unless you see it or can deduce it from game sense), and Septic Touch is literally one of the worst perks in the game that no one uses.

    They could add new perks that provide more options in this regard, but it would also help if they improved some of the existing ones.

  • I’ve seen that 2nd inside gen a few times, but it doesn’t happen very often.

    @Nazzzak said:

    I was watching a streamer play on Midwich not long ago and there was a gen in that little room with the hole in the wall that opens to an exit gate. I believe it's the Storage Room. Never seen it there before.

    I had that happen once and we lost because none of us found that gen until it was too late so the killer basically just had 2 gens to patrol and we couldn’t finish either of them. There can also be a gen in the room next to the other exit gate (with the breakable wall) which I think I’ve seen only a couple times.

    I’ll mention this one in here too: on Dead Dawg, it’s actually not guaranteed for the gallows to have a generator, it almost always does have one, but it is possible for it to spawn without a gen. And in both cases I saw that happen, there was a gen in the shack instead which I’ve never seen in any other circumstance.

  • Killer meta is still primarily slowdown like it's always been, but Call of Brine and Overcharge got massively nerfed so stuff like Corrupt, Deadlock, Pop, and Pain Res are most effective. The gen-kick meta isn't really viable anymore for the most part unless you're playing Skull Merchant.

    Survivor meta is mainly revolving around Made for This which is a new perk that increases your run speed by 3% anytime you're injured, as long as you're not exhausted. It's very common to stack it with Hope and basically become untouchable in endgame. Otherwise mostly the same as it was a few months ago, minus Circle of Healing which no longer lets you self-heal.

  • Devour Hope is fine being able to be cleansed from the start since it's super high reward and can singlehandedly win you the game. If anything, Huntress Lullaby should get the feature you described.

  • Yeah I agree, depipping makes no sense anymore, only time you should depip is if you DC imo.

  • @Reinami said:

    Hoping for a dev response though for confirmation.

    Here’s an excerpt from old patch notes (5.3.0) that supports the idea that 4.5% on a 4.4 killer makes them about 4.6.

    950C3AD2-DB85-4C1C-8FC5-4FAF8ED71412.jpeg


  • Generators take 10 seconds longer now, killer break actions take 10% less time than they used to, basic attack cooldown was reduced by 10%, and survivors’ speedboost when being hit was reduced by 10%. Kicking a generator also removes 2.5% of its progress instantly.

    Legion gets faster in Frenzy for every hit chained together and if they chain 5 hits together in the same Frenzy they can down you with it.

    Nurse attacks after blinks are special attacks now, so you can’t use Exposed on her anymore; her best addons were also nerfed/reworked (range and recharge addons were removed completely).

    Dead Hard is an Endurance perk now, it no longer has complete i-frames, so you can’t avoid bear traps with it anymore for example. You can’t use it at all if you haven’t been hooked.

    Medkits were significantly nerfed, a medkit self-heal now uses 24 charges and takes 24 seconds to complete. Green medkits are no longer busted.

  • Haste is calculated on base speed. So 5% Haste on a 4.6m/s killer results in their speed being 4.83m/s. On a 4.4 killer they would get 4.62m/s.

    It works the same way on survivor, 5% Haste while a survivor is running would be 5% of 4m/s making it 4.2m/s. While they’re walking, it’s 5% of the default walking speed (2.26m/s), making it 2.373m/s.

    Worth noting, Bloodlust does NOT work this way, it is just a flat +0.2m/s per tier and the killer’s base speed makes no difference.

  • Yeah, I think it is a little much. For one, its ability to wake you up against Freddy should be removed. No perk on either side should have direct interactions with specific killers imo and Adrenaline is the worst remaining offender of that. Several other perks have already lost these interactions (eg. Small Game and Slippery Meat don’t work with traps anymore, and Franklin’s/Hoarder no longer works with killer-specific items) and Adrenaline shouldn’t be an exception.

    Further, I think an instant heal AND a 5 second speedboost is too punishing to the killer especially if there are multiple in play, which I think often ends up being the strongest against killers that play nice and don’t tunnel. That said, it is a one-time use perk and it should still have a rewarding effect. Imo, there are two ways this could be changed:

    -Reduce the speedboost to 3 seconds. This will reduce the time needed for the killer to catch up to the survivor if Adrenaline triggers in chase.

    OR

    -Keep the speedboost at 5 seconds, but you only get the speedboost if you are healthy before Adrenaline triggers. If you are injured or downed, you instantly heal 1 health state as normal, but you do not get a speedboost. You still become Exhausted in both cases.

    I believe either of these options will reduce its strength but keep the perk rewarding as a one-time effect.

  • In the first game, Endurance didn't do anything since you were never hit by an attack that would've otherwise downed you, because you were healthy. Endurance only prevents you from being downed, it does not prevent you from becoming injured. In the event you are Exposed or hit by a special attack that instadowns while healthy with Endurance, then you will go straight from healthy to deep wound (and become injured).

    The scenario in the second game sounds weird though, provided that you took no conspicuous action, didn't get hit right as the Endurance ran out, or didn't get grabbed (you said basic attack so I'm assuming not), I'm not sure what happened there.

  • I think Wesker will remain above him in popularity.

  • I wouldn't be surprised if when we get the ability to unhook ourselves against camping killers, we lose the ability to do it by chance.

  • Spine Chill was changed, it only lights up when the killer has direct line of sight on you, otherwise the perk will not trigger. The red gauge on it goes from start to finish in 0.5 seconds after the killer looks away or goes out of range; this is the 0.5 second linger time for the action speed bonus.

  • @SirCracken said:

    https://forums.bhvr.com/dead-by-daylight/discussion/386855/dev-how-about-kill-switch-skull-merchant-for-now

    This implies there's any plans to change Skull Merchant in the future.

    Unfortunately, I don't think there is.

    BHVR confirmed she will be getting changes. We don’t know when that’ll be though.

  • IW hasn't been touched. It's possible they did something with survivor audio in general, but I haven't personally noticed anything different. I used IW earlier as Claudette and it seemed normal to me.

    Which survivors were you using, out of curiosity?

  • It needs a buff to the action speed, but its previous function should not return. It was a hard counter to stealth killers and being able to gauge the killer’s exact distance is not something that the terror radius is meant to do, it’s meant to provide a general approximation. It could also be used like this in chase to determine the killer’s position which does not fit the perk’s theme. BHVR made it clear when removing the vault speed bonus that Spine Chill is not a chase perk, and it was stated when they added the terror radius gauge to it that it would be temporary and be removed once the visual heartbeat was available.

  • 3-stack SWFs would be able to just bully any solo queue teammate they want if this was in the game.

  • I think it needs a second effect or something. Its current effect is too situational and even when it does do something you don’t really see it as killer a lot of the time so you can’t even tell if it’s doing anything at all.

  • I think Doctor may actually be the killer that MFT hurts the most. Until it gets nerfed, I wouldn’t touch Doctor with a 10-foot pole.

  • IW is fine the way it is now. 75% is still very quiet for most survivors, but it’s enough of a difference from complete silence that, combined with the exhausted restriction, it’s not overpowered anymore. Not being able to use it while exhausted isn’t enough of a downside to warrant it being 100% imo.

  • 32 meters is excessive, Skull Merchant’s drones are only removed within 16 meters.

  • It’s because the perk was not in the game for a large part of the time period this data covers. This means its usage rate was zero from April until Gabriel’s release in June, which significantly reduced its overall usage rate over the entire time period.

    Next time BHVR does stats it will have been in the game for the entire time period those stats cover, and then it probably will be in the top 10.

  • In the scenario you described, no it is not toxic at all.

    My only issues with slugging are slugging for 4k when 2 survivors are left, slugging with the intent to bleed out just to waste time (unless the survivor is unhookable in which case it’s on them to crawl to a hook if they want to end the game), and Knock Out being too oppressive against solo queue (but that’s a balance issue, not a player issue). But slugging for pressure as a strategy during normal gameplay is perfectly fine.

  • @Zeidoktor said:

    Question: When did the visual terror radius become active? I'm wondering if Spine Chill has the same issue as Made For This, where the factor that determined its pick rate occurred within the testing range. So Spine Chill might have dropped in use because of the visual TR, but not enough in the time available to knock it out of the top 10.

    It was added in the patch that nerfed Overbrine and Circle of Healing which was in mid-April, so shortly before the time period of this data. So Spine Chill remained semi-popular during the entire data period with the visual terror radius already in the game.

    However, until the Nicolas Cage mid-chapter patch it still had its own terror radius gauge and still lit up anytime the killer was within 36 meters regardless of line of sight which hard countered stealth killers. Both of these are gone now, so next time BHVR releases stats it probably won’t be in the top 10 anymore.

  • @nodforkiss said:

    imagine complaining about mft and its not even in top 10 in this list lmao

    It’s not there because it wasn’t in the game for half of the time period these stats cover. It’s usage rate was 0% until June because it didn’t exist prior to that.

  • I think showing it all the time would give survivors too much information because then you’d be able to see a TV turn off and know the Onryo just projected there. Even showing them within a limited range would still do that if you’re close enough and would also weaken her ability to use them in chase as a cut-off tool. They’re also loud enough that you can’t really run past a nearby TV that’s on and not notice it.

    What I do think is a problem is the new Mother’s Comb + Iri Tape combo giving her way too much information and making it too difficult and time consuming to put tapes away with how her power works now. I’d start by adjusting that and seeing what happens, maybe also reduce Ring Drawing to 0.5 stacks instead of 1. These addon changes alone I think would make her a lot more manageable for most survivors.

    I’ve also noticed a lot of survivors are just not playing against her correctly and waiting too long to take tapes, so the first or second time they get hit while holding one they just die. This should hopefully go down over time.

  • Thank you! I’ve been wanting some official stats on perk usage for a while and this is great. Would love to see more of this in the future.

  • No I don’t miss it. Yeah it was a good perk for solo queue but it was just too good to the point where that didn’t matter.

  • She’s fine imo, she has a few addons that could use some improvements but other than that she doesn’t need any changes.

    I get why people don’t like playing against her since she is a hold W killer, but she’s still far more interactive than Knight since her birds don’t do the work for you unlike his guards; if you can’t hit your shots, you’ll lose. There’s still a gameplay loop there.

  • Nah, self-healing needs to be either bad or limited. SC is unlimited so it’s balanced by being slow.

  • It is intended, but it should be changed imo.

  • @ABAEX said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3502302#Comment_3502302

    Thanks, do you have pic or link about they change that intentional?

    There are several bug reports on it marked as “not a bug”, such as this one here:

    https://forums.bhvr.com/dead-by-daylight/discussion/385721/spine-chill-perks#latest

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