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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • They’ve said the change is intentional. But they should update the description to properly reflect that.

  • He has a power that is designed for tunneling. Pretty much makes him automatically unfun to face imo.

    He also desperately needs an addon pass and maybe one range addon basekit to encourage other options.

  • @Rogue11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501596#Comment_3501596

    STBFL saves significantly more time to catch a survivor holding W than MFT provides a survivor. Interesting how only one of them has been whined about endlessly over the last month.

    They’re both too strong and I’d be happy if both were nerfed. I think MFT just gets way more attention because it’s a newer perk and it’s also used a lot more. STBFL isn’t good on every killer so people don’t bring it if they’re playing a killer that it isn’t good on. Survivors run MFT regardless of who the killer is since they don’t know who they’re facing ahead of time and it’s good against most killers. But this is far from the first thread about STBFL being overpowered.

  • @WilliamSN said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501338#Comment_3501338

    Buckle up was a fine perk, the only reason people think it was "not good" is because theres 5-6 survivor perks that are miles above the other 128 to the point of making them irrelevant , if those were brought down in line, Buckle up's 10% haste would be considered very good.

    Theres not a single instance where the WGLF speed boost comes in useful, if a surv goes down and is slugged for more than 20 seconds, you can bet he has the recovery up to 90% , Will the recovery heal boost from WGLF be much of a difference in those 10%? realistically no.

    If the killer is far away, the downed surv has 90%d his recovery so WGLF has no effect.

    If the killer is close and you try to get WGLF recovery boost value you'll likely go down or trade places with your tm, so you end up getting no value.

    BHVR has to learn some day, to stop making perks work as straight upgrades, but instead make perks a sidegrade to basekit. (if you do X side action, you get to use Y benefit, much like WGLF)

    As someone who tried to use the 10% Haste version of Buckle Up several times, it was not that strong, at all. You needed the killer to slug for it to work and even when they did, there was no guarantee it would get you away from the killer or the killer may not be nearby anyways, making the effect pointless.

    @Mandy said:

    The reason that FTP doesn't work with MFT is because you have to be healthy to use FTP and you have to be already injured for the benefits of MFT - as the perk is only active when you're injured. So you use FTP and become injured, hence the effects don't work...which is why we highlighted it on the patch notes because it was something that we listed as a bug in the reports on the PTB but didn't want to cause confusion for players.

    While I understand the reasoning behind this and why FTP doesn’t work with MFT, but does work with Buckle Up, the synergy with Buckle Up doesn’t really have any counterplay for the killer. The killer has 2 options:

    1. Down the injured survivor. If they do this, FTP can be used during the hit cooldown with no risk and now the killer can’t down either survivor.
    2. Hit the healthy survivor to prevent FTP from being used. If they do this, they’ve just given the injured survivor distance rather than getting a down.

    Either way, you end up with both survivors injured and lose the down. I’m perfectly fine with Buckle Up being a strong anti-slug perk, but it’s not slugging when the killer doesn’t get an opportunity to pick up in the first place.

    A possible fix would be making it so that the slugged survivor who is picked up gets Endurance no matter what, but in order for the healer (the perk owner) to get Endurance, they have to be injured, which would eliminate the synergy for the same reason FTP doesn’t work with MFT. This gives the killer a counterplay option since they can now down the Buckle Up user instead, but still offers protection to the other survivor they downed originally which may be beneficial to the team. This also keeps Buckle Up mostly the same when not used with FTP, as Endurance is most valuable when injured and doesn’t matter when healthy in most situations.

  • Ngl I love facing Wraith. Hit and run doesn’t bother me.

    I will say however, his addon that applies Hemorrhage and Mangled should be changed to only apply Mangled considering how easy it is to apply. You should have to bring Sloppy Butcher if you want both.

  • Broken Hilt is supposed to apply the Mangled status effect, looks like the description got messed up. You should report this in the bug report section here:

    https://forums.bhvr.com/dead-by-daylight/categories/bugs

  • It was a bug.

    The perk does need a buff but that’s not how it should be buffed. Perks and killer powers should stay separate.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499500#Comment_3499500

    the problem is anything worse then commodious with charge add-on is not that impactful to the user using it. I don't feel like they're going nerf it because it is like the last... overpowered-type item that survivor can bring. i suppose it is question if survivor should have an item that if all 4 of them bring and they are good. they should win. my impression is that if they weaken it, they will likely buff something like Keys. you lose purpose in bloodpoint currency for survivor if none of the items impact the game.

    If it gets to a point where toolboxes can’t be impactful without being too strong then perhaps a rework could be considered. I don’t know. I’m perfectly fine with them buffing keys, not for the hatch itself but for the aura reading. Keys in general are kinda underwhelming right now, the only things they're really good for are opening hatch and Blood Amber.

  • Multiple instances of the same status effect don't stack in terms of their duration. If your Exhausted timer from Blood Echo is below 32 seconds, Genetic Limits will reset it to 32 seconds. If Blood Echo's remaining time is still higher than 32 seconds then it will just stay where it's at.

  • I think it’s specifically Commodious toolboxes and extra charge addons that are the issue. The weaker toolboxes are fine.

    It always baffled me that Commodious and Mechanic’s toolboxes are the same rarity and yet Commodious is way stronger while Mechanic’s is barely any better than a brown toolbox (and is actually worse than the brown for sabotaging since it has the penalty). Having half the charges compared to a Commodious is not at all worth that extra 25% repair speed.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3499398#Comment_3499398

    This perk is almost entirely run by those weaker killers though. Stronger killers like Nurse can't get stacks without doing a normal M1. The strongest killer you'd be hitting with a nerf to this perk is would be Deathslinger, who can PARTIALLY offset the downside. I would understand it if this was a great perk for more high tiered killers, but it's not and your change is ONLY going to affect handful of low or mid tier killers.

    Sidenote... your idea would also unintentionally cause stacks to be lost all over the place. Survivors lose health states from stepping in trappers traps for example. Should the killer lose stacks for a blind survivor on the other end of the map? Or the Pig addon that injures survivors if they miss a skillcheck on boxes. Should Pig lose stacks? Or... anytime plot twist is used at all.

    https://youtu.be/FeHGtcmHua0

    Here's a video of a pair farming autodidact tokens using plot twist. Should the killer be hemorrhaging their STBFL stacks?

    Whether STBFL is nerfed or not, the reason it’s not as impactful on some of the stronger killers is not because of their strength but simply because of the nature of their power and relying more on special attacks (and in the case of Nurse, being almost completely dependent on them). Trickster for example isn’t a very strong killer in most situations but STBFL isn’t a good pick on him since he primarily deals damage with knives.

    As for the potential loss of stacks from outside events like Plot Twist and bear traps, I don’t think it’s a big deal and don’t think it would be common enough to significantly weaken the perk overall. There are also other perks that benefit from these outside events, eg. Blood Favor can activate and Remember Me can gain tokens from survivors losing health states to traps or even from FTP or Plot Twist. This isn’t any different really. If I turn out to be wrong and this becomes too common, it could be changed to losing tokens on basic attacks or any special attack coming directly from the killer (and not outside events), like how Third Seal currently works.

  • It’s been overtuned since 6.1.0 imo and it’s also too effective for camping when it should be a chase perk.

    I think tokens should be lost anytime the obsession loses a health state (not just m1s) and it should be reduced to 4% per token for a maximum reduction of 32% to basically offset the base cooldown reduction and return it to be more like how it was before because the perk definitely did not need the indirect buff.

    As for concerns such as “this hurts weak killers like Pig”, they need changes regardless. If STBFL is helping them that much, that issue should be exposed so those weaker killers can get proper buffs.

  • All they would need to do is disable those two addons, not the entire killer.

  • I didn’t even know about this but yeah that’s just asking for a survivor to accidentally go inside the locker. Not a good change.

  • @Rovend said:

    What is a backpack nurse? An addon? A skin?

    Backpack build is when you run a bunch of survivor-carrying perks, typically Iron Grasp/Agi/Mad Grit and then the 4th can be whatever, Awakened Awareness fits in nicely though.

    That by itself is perfectly normal. But the issue is that people are doing it on Nurse specifically because her addons that change her movement speed also cause her carrying speed to be affected, making backpack builds more effective as it lets her reach ridiculous carrying speeds. It’s not actually exclusive to Nurse; other killers with similar addons can also do it, but it’s most effective on her because her normal speed (while not carrying) is much lower than the average killer and so those addons have to increase it by a lot more than that of other killers with similar addons. Because of this, she ends up with a much higher carrying speed than normal since that large speed increase applies to it even though all killers’ normal carrying speeds are the same.

  • It’s on Eternal for breaking the rule and there should’ve been a penalty.

    That said, the penalty for that being a DQ is ridiculous.

  • No, part of the requirement of seeing the killer’s aura with Object is that they actually see your aura. If your aura is blocked for any reason, the perk will not work.

    The reverse is not true though: if the killer’s aura is blocked for any reason, they will still be able to see you.

  • Yes that’s reportable and it’s part of why Haste stacking needs to go.

  • No, it’s fine. It shouldn’t go through walls though.

  • @Sharby said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3497005#Comment_3497005

    MFT + FTP got changed awhile back but this is that but better.

    That only got changed because you were doing the heal while healthy which meant MFT wasn’t supposed to work with it. It wasn’t because of a balance issue they changed it, they changed it because they called it a bug. Buckle Up doesn’t have that requirement.

  • There’s nothing about it that would suggest it isn’t intended. That said, it’s overpowered and should be removed.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496920#Comment_3496920

    I wasn't counting seconds between down and hook. I've never lost 2 tokens against Eruption, I only lost 1 token the second time I was hit with it that match when killer slugged survivor to chase another. This random loss of a token when killer hooks someone has also happened when the killer isn't running Eruption - the Blight example was because it's only one I remembered all the aura reading he was running because it was most recent.

    Fair. I think Distortion in general may be a bit buggy right now, I know the thing from the event where survivors would be highlighted when they could be Exposed (through the event Bloodlust mechanic) was also erroneously consuming tokens.

  • @bm33 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496624#Comment_3496624

    It's been different killers. I can't remember every killer it's happened with but its happened with Blight, Dredge, Pig, Sadako, and Huntress.

    I haven't really focused on what the exact perks/add ons they were running - I've been seeing if they're running BBQ first and when they aren't I check to see if they're atleast running something for auras which they are (either perks or add ons) they just aren't ones that should cause me to lose a token at the time.

    The Blight earlier today is only one I remember because I lost 2 tokens back to back - one I was supposed to lose, the other I randomly lost. The Blight ran Lethal, Eruption, and No Where to Hide as well as the aura add on for seeing nearby survivors when he performs a slam. The match was on Ormond. While I was in the killer shack I first lost a token due to Eruption when they were downed and then I lost another when my teammate was hooked on the complete other side of the map.

    It's weirdly inconsistent because it's not every hook. Some matches it will happen with only one hook while others it will happen a few times.

    Eruption’s aura reading lasts 12 seconds, so you would lose 2 tokens in this case, 1 immediately and then another one 10 seconds later. Is this what happened?

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496331#Comment_3496331

    Sure, if you also remove any progress from actually hitting the skill check.

    It’s not supposed to grant any progress. If it is that would be a bug.

    @Gandor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/385335/remove-overcharge-skillcheck

    This literally is a perk that ABSOLUTELY does not care if you are soloQ or SWF. It's the same. But I agree with you it does nothing (actually it can be actively detrimental to you) if you play against skilled players (be it soloQ or SWF)

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496331#Comment_3496331

    why? The perk is not strong (outside of low MMR) anyway.

    That’s exactly why the additional penalty is overkill. It’s negligible against good players and oppressive against new players. It only makes it stronger in the situations it’s already strongest in.

  • I usually down them but leave them slugged. If they get crows and are still AFK then they go on the hook.

  • I think the skill check itself is fine, however the additional 4% penalty for missing it should go.

  • This issue is still present in 7.1.0.

    This applies to every boon except CoH

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495863#Comment_3495863

    Having things based off of c/s units, that are only visible in outside sources like the wiki, is misleading. Most people aren't even aware of what Spirit's c/s is.

    The descriptions should work like how Nurse's expanded recharge addons descriptions used to work. "Considerably reduces (-0.6 seconds) Spencer's Last Breath Token Recharge time." It might not be perfect, and the wiki could still have the complicated math, but it would be way better than misleading people into thinking Spirit's recharge addons are anywhere near as good as they are.

    The problem with converting the descriptions to a specific time like Nurse’s old recharge addons is that they still do not work the same. Nurse’s old recharge addons truly did reduce the time required by what it said, so if you stacked them together, it was -1 second total per blink charge (they were -0.4 and -0.6 per blink).

    If you changed the description for Spirit’s recovery addons to match this without changing how the addon actually works, they would only be correct standalone, and the descriptions would be incorrect if you were to stack them together. Here’s what I mean by this:

    Origami Crane: Increases recovery rate by 20%. Using this by itself causes the recovery time to be 5 / (0.333[1+ 0.2]) = 12.5 seconds. Using this standalone, saying that it reduced the recovery time by 2.5 seconds would be accurate.

    Rin’s Broken Watch: Increases recovery rate by 30%. Using this by itself causes the recovery time to be 5 / (0.333[1+ 0.3]) = 11.54 seconds. Using this standalone, saying that it reduced the recovery time by 3.46 seconds would be accurate.

    But if we put these addons together, they don’t save us 2.5 + 3.46 = 5.96 seconds, we only get 5 seconds. 5 / (0.333[1 + 0.2 + 0.3]) = 10 seconds. So this can’t accurately reflect a flat reduction in the recovery time without changing the way they work when used together. The game calculates these charges per second in this way deliberately to provide diminishing returns on stacking. If you stacked more repair speed buffs in the example in my previous post, the same thing would happen.

    Using a recovery rate increase instead rather than a flat time reduction also benefits the Spirit if she is using a duration addon, as the increased recovery rate applies across the entire duration with the addon.

  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495653#Comment_3495653

    If this is what BHVR intended, then can they please reword the descriptions so that simple math works? If an addon says 40%, I'm expecting to get the charges back in 40% of the time.

    And these are supposed to be buffed recovery times, as compensation for some of Spirit's addons getting massively nerfed. Can these addons please actually get the charges back in 20%/30%/40% of the time?

    The way it's worded right now is consistent with how several things in DBD work, which is that they are based on charges and charges per second (or c/s for short).

    To use a different example, if a survivor has a 10% repair speed buff, their repair speed is 1 + 0.1 = 1.1c/s. This means that they can finish a generator in 90 / 1.1 = 81.8 seconds (not 90 * 0.9 = 81). A survivor under the effect of Pentimento for example has their repair speed reduced by 30%, reducing the repair speed to 1 * (1 - 0.3) = 0.7c/s, taking 128.57 seconds to complete a generator. Spirit's power recovery addons (and several others) are the same way. It's very much intentional and working correctly.

    Also unrelated, but they did buff the brown and yellow duration addons slightly after the PTB with no mention (they are now 15% and 25% respectively), to make up for the nerfs a bit more.

  • @DavidHypnos said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495740#Comment_3495740

    Are killers not considered undetectable when hooking a survivor? Because I’ve seen Kindred reveal the auras of killers that should’ve been undetectable. And I know for a fact that Dark Sense has revealed Ghost Face’s aura to me when he was undetectable. Same with Alert and Myers…

    Regardless, an aura reading perk not working on undetectable killers is stupid.

    There was a bug several months ago that caused Undetectable killers to have their auras revealed by perks such as those. This has since been fixed. If the killer is Undetectable their aura cannot be revealed for any reason.

    The black bubble that appears for survivors when a survivor is hooked can block the killer’s aura, but that’s an entirely separate thing.

  • @GoofyGooberRock said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495479#Comment_3495479

    Nah, I usually get founded near the end of my pick up so I don't need flip-flop to do it quicker

    Power Struggle is based on wiggle progress, not recovery. Flip-Flop lets you drop the pallet immediately if you have at least 30% recovery (which gets converted to 15% wiggle progress). Without it, it doesn’t matter how close you are to recovering, your wiggle will be at 0% and the killer will be able to move away from the pallet in time before you reach 15%.

  • I can’t imagine that would be intentional.

  • It needs to not work with FTP. Otherwise it’s fine.

  • You can but you need Flip-Flop too if you want to do it instantly.

  • @LordGlint said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495287#Comment_3495287

    I don't usually use Iri addons, but the waterlogged shoe seemed like it could be a fun alternative style. I wonder if anyone who doesn't normally play Hag will play as her to try it out. As for the fear monger combo... I never thought of that. I might be stealing that idea for my Bubba.

    Yeah I hadn’t played Hag in over a year until then. I don’t enjoy her normal playstyle.

  • Trail of Torment is a lot better now, I will definitely use it more. I played some games with it with Fearmonger on the PTB so survivors doing generators couldn’t see the yellow aura and it often stayed up for a long time.

    Remember Me is so close to being decent but it needs to lose the restriction of not working on the obsession.

    Love the Smash Hit buff too.

    And yes I did play one game with the new Waterlogged Shoe (and Scarred Hand so traps would bodyblock survivors), used Monitor and Abuse to be a speedy Hag with a 16m terror radius to approach survivors quickly. I still wouldn’t say it’s stronger than her normal power, but it was fun.

  • I think it’s a little too early to tell for sure, honestly, but I think you may be right.

  • They should buff the action speed bonus. The LOS restriction needs to stay. Having it light up within 36 meters no matter what was too strong against stealth killers and gave it zero counterplay for them.

    They should also update the perk’s description to better reflect how it works now as it’s pretty misleading at the moment.

  • This would just make Bubba more boring for both sides. You wouldn’t use your chainsaw nearly as much unless you were certain to down a survivor. His chainsaw cooldown and recharge time is already adequate enough to punish misplays (which is fine). Adding a tantrum to that would be overkill.

    As for bad collision on certain maps causing tantrums, yeah, those need to be fixed. The Autohaven fun bus is notorious for that.

  • When you picked yourself up, was it when you were downed by the killer or were you on the ground as a result of downing yourself?

    In the former case, both perks being consumed at once is intended, but in the latter case it would be a bug.

  • Just make it so if you’re healthy when doing the healing action then the healer doesn’t get Endurance. Boom, fixed.

  • @Ivanynakov said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493410#Comment_3493410

    So you think theat 35% is applied after the bonuses are calculated?

    So final self heal speed: (100% + 56%) * 0.35 = 54.6%

    Instead of my formula: (100%*0.35) + 56% = 91%

    Is there a mod or somebody who can tell which one is true?

    54.6% is correct.

  • The slap on window is how it’s supposed to work. It does still instadown if they’re fully infected though (or at least it’s supposed to) and should infect them.

  • @indieeden7 said:

    It might depend on which order you equip the perks, iirc equipping UB and Soul Guard (in that order) will force UB to be used first (even if you are cursed) swapping their positions in your loadout changes it so that if you are cursed, Unbreakable won't become deactivated unless you recover yourself when you are no longer cursed. This might be the same situation.

    This was fixed for UB + Soul Guard. But it’s very possible UB + Plot Twist might have the same issue.

  • @DEMONANCE said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494161#Comment_3494161

    when did they change this? i only know they removed the visual tr part of the perk but it still works the same

    it's supposed to light up when a killer is in 36 meters range that part doesn't require direct line of sight

    It was changed in this update. I can’t access the post from the PTB section anymore where it was clarified that this was changed intentionally, but this was also marked as not being a bug here: https://forums.bhvr.com/dead-by-daylight/discussion/384909/pc-spine-chill-not-working#latest

    I do think they need to update the description to clarify this change though, it was not conveyed very well.

  • He was causing the game to crash so they disabled him until they can fix it.

  • Yeah I agree it’s confusing now. Imo remove the first line and just say this:

    ”When the Killer is within 36 meters of your location and is looking at you with direct line of sight, get notified and gain a 2/4/6% action speed bonus to repairing, healing, sabotaging, unhooking, cleansing, blessing, unlocking, and opening. This effect lingers for 0.5 seconds after the Killer looks away or is out of range.”

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