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sizzlingmario4

sizzlingmario4

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  • @Parcimonioso said:

    There was no need for the killer to be looking at you or not; it was based on their distance. For example, in scenarios with two floors, it indicated the distance even if you were not on the same floor.

    @dytkai said:

    "Get notified when the Killer within a 36-meter range. If the Killer is within range and is looking at you with a clear line of sight, your speed while repairing, sabotaging, healing, unhooking, cleansing, blessing, opening exit gates and unlocking is increased by 2%/4%/6%. The effects of Spine Chill linger for 0.5 seconds after the Killer looks away or is out of range."

    "clear line of sight" from the killer only refers to the speed increase.

    There is no such eye-sight requirement for "Get notified when the Killer within a 36-meter range.". And in fact, there is no notification when the killer reach the 36-meter range.

    That is a bug.

    They changed it. The killer has to have line of sight now or it won’t work at all.

    I agree the description is a little unclear on that right now and it should be adjusted, but the perk is working as intended.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3494116#Comment_3494116

    It's kind of wack that they decided to buff an infamously annoying combo to the point where there's not really a counter anymore instead of making one of the best killer perks in the game very marginally worse.

    Delaying DMS slightly could be a good idea though, it prevents the PR + DMS combo while giving killers time to leave the hook to pressure gens before it activates. It could also possibly open up the potential for a timer buff because PR was the whole reason DMS got nerfed in the first place.

    Exactly what I was thinking.

    Though I will say, I think the old 45 seconds was a little too much regardless of PR.

  • @ReverseVelocity said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493385#Comment_3493385

    It's kind of wack because I remember Mandy saying that they didn't want the Hook Screams to accidentally create any balance changes but this is very much a balance change.

    Yeah, I remember that too, that’s what I was referring to. I don’t think they could make this change without it affecting Pain Res one way or the other though. If they leave it like this, it’s a buff, if they delay it to trigger when it used to, it’s a nerf with the earlier scream + HUD updating the hook count.

    If they really want to prevent it from being a straight buff I think they’d just have to reduce it to 20% or something to make up for it, or delay DMS by a couple seconds which would remove the combo entirely.

  • @Pluto_1 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493526#Comment_3493526

    Damn. Plot Twist. That explains a few things.

    Does that count as a hook state?

    Not immediately, but if the killer finds you they can just pick you up. And Deerstalker makes that a lot easier.

  • The thing with Oni sounds like a bug. Knight guards consuming stacks is intended though.

  • Yeah I agree. This has basically zero counterplay. Hitting the healthy survivor to prevent this is not really any better in most situations.

  • I think it is intentional actually, because Pain Resonance was stated as one of the reasons why the hook scream change didn’t happen sooner a few months ago (it got tested on Skull Merchant PTB and ended up being reverted). The original version of the change acted as an indirect nerf to Pain Res because the earlier scream alerted survivors and acted as an additional warning. (This was when it was still 15% and didn’t have tokens.) So to prevent that, their solution was making the hook register sooner.

    In this update, BHVR also buffed the aura reveal durations of BBQ and Grim Embrace by 1 second each, which I believe they did to prevent this hook change from indirectly nerfing those perks as well since the aura reading begins sooner now.

  • @DaddyMyers_Mori said:

    What about fix base gen spawning instead?

    So survivors still have to use some brain and spread on gens.

    I don’t think this would be possible on a lot of maps without increasing the map’s size.

  • @Hex_this said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492815#Comment_3492815

    The perk description hasn't changed to say anything and loads up randomly. It's insanely disorienting now.

    I don’t have access to the PTB section of the forums anymore, but it was clarified in there that this is how the perk is intended to work now.

    The red gauge you will see on the icon now represents the 0.5 second linger duration once the killer looks away or goes out of range, rather than the terror radius as it used to be.

  • It was nerfed. Going forward, the icon will only light up when the killer has direct line of sight on you, this will also trigger the action speed bonus. The terror radius gauge on the perk’s icon was also removed as you now have the visual heartbeat feature available basekit.

  • Deliverance is strong. The only reason it's balanced is because it has a strict activation requirement AND a penalty after using it. Being able to unhook yourself can be extremely damaging to the killer's pressure.

  • The difference is Legion is a very popular killer. Sadako wasn’t and her only good playstyle was one of the most unhealthy things in the game.

    I doubt they took the decision lightly to fully rework her this extensively. But her old power was very flawed and was only viable through a specific playstyle that was miserable to go against. I wouldn’t be surprised if BHVR tried to adjust her existing power first and determined it was beyond fixing without substantial changes such as these. Fwiw, I can’t remember the last time I lost to a Sadako who wasn’t using the slug playstyle.

    That said, she’s not perfect in her current state either. I think she will still need some more adjustments. But it’s a much better starting point than how she was before.

  • Dream Pallets don’t stun the killer, so yes it was a bug.

  • Spirit's basekit is fine the way it is.

  • @Xord said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490376#Comment_3490376

    The movement speed is the trash part of the perk.

    Just because it's free and unearned doesn't mean it's strong. Leader also has a free effect that is unearned.

    The difference is that unlike MFT and the old CoB, Leader’s direct strength is not that high. It would be different if it also applied to generators for example. CoB is still free now, it’s just so weak now that it’s no longer an issue being that way.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490139#Comment_3490139

    i prefered old RPD. it was more scary and more challenging to know where you are in the map as survivor. current RPD with new shrink size is another 3 gen horror map for survivor to play against.

    The 3 gens on the new version can be bad I’ll admit, but it sounds like BHVR wants to implement a blanket solution for that.

    I didn’t like the old one being so big on both sides. Big maps are bad for killer in general, and because it was so large and confusing for survivors it often led to people being left on hook in my games (because survivors who didn’t know the map couldn’t figure out how to get to hooks) and it was also too difficult to find generators with too many places to look. Although I eventually learned the old map’s layout (though it took me a while), several of my solo queue teammates never did. I also didn’t like how the front exit gate was a dead end for survivors, the outside area being accessible now was a major improvement imo.

    @Clockwork_Enigma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490139#Comment_3490139

    It was one of the smallest maps in the game in terms of surface area. It's even smaller now.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490223#Comment_3490223

    Again, as someone who has played RPD (probably more than anyone in DbD's existence), the map itself is okay, but it's not the best it could be. Still a bit of god pallets and loops that are imbalanced, and overall doesn't feel like it's a good set of maps.

    One map is way too small and the other is West Wing.

    Maybe in terms of surface area. But because it’s an indoor map you often needed to go through several hallways and/or take multiple turns increasing the distance you need to travel. Going from point A on the far end of east side to point B on the far end of west side simply took too long and splitting the map into two solved this issue.

  • @TWiXT said:

    Originally the devs did this because of Legion. Legion introduced the Deep Wound Status, and through their initial base kit, could also take chunks of time off of the DW timer without any penalties. This made games against the Original iteration of Legion mindlessly exhausting as survivor, since all a legion had to do was go into frenzy, and tunnel down the survivor closest to bleeding out by the DW condition. The devs realized their mistake, and made MANY nerfs and adjustments to correct this, including removing the DW timer information from the killers perspective, so that this kind of Hard Tunnel/Harassment style gameplay wouldn't become the defining method of play for the Legion. This debacle however forever changed how the devs worked powers going forward.

    For the most part, If a killer is being restricted from knowing how their power is affecting survivors, it's to keep that killer from tunneling a particular survivor down. Onryo for example: In her current iteration (which won't be around much longer), If the player knew which survivor was closest to being fully condemned, they'd zero in and focus only on that player, forcefully building stacks of condemnation, until the inevitable down and insta kill, and you can't tell me that they wouldn't. Same goes for Wesker, as knowing who is closest to becoming fully infected/hindered would make him a real menace to 1 survivor in particular at a time, and overall make the game a lot less fun for his victims. Pig in particular would be VERY nasty if the player knew how close the survivors RBT timer was to popping their heads... I can totally see why that information is withheld from the player.

    However, this really only applies to Killers that have the potential for heavy harassment or Insta-kill abilities, for other killers it's not even necessary. Take Plague: I see no difference in her ability and Ghost Face or Shapes Stalk ability. Both her Infection Power and Stalk build up a meter that leads to a 1-shot down condition on the survivors, but for some reason, the devs let GF and Shape See how far the progress is, but not Plague? None of that makes any sense, as Just like with GF and Shape, Knowing how close the survivors are to being 1-shot down doesn't change the players tactics or force them to focus down anyone they weren't already after, Nor does it allow Plague to end the Game Early with any insta kill mechanic.

    It doesn't make Sense for Freddy either, as he puts survivors into the dream state upon hitting them anyway, so why hide how close the survivors are to slipping into the dream state on their own in the first place?

    Overall, The mechanic exists for a reason, but the Devs have become far too cautious with it. For Onryo, Pig, and to a lesser extent Wesker, It makes sense, but for Plague, Freddy, and yes, even the heavily nerfed Deep Wounds State that started all of this nonsense, it simply doesn't. I feel the Devs should take a deeper look into what constitutes a Power with information that SHOULD be hidden from the killer, and what doesn't, and make corrections where they're due.

    Plague can’t because it would give her too much information and she is already strong enough without it. If she were able to see whether infection is actually progressing, it would tell her that the survivor is either running or interacting with an objective (and whether it was an infected or non-infected object). Seeing that a survivor’s infection isn’t progressing would tell her that they are not doing anything, because her infection doesn’t progress while survivors are walking, crouching, or standing still.

    I think Freddy should be able to see sleep progress though.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489291#Comment_3489291

    SM's design enables that to be viable.

    Plus, Overcharge's skill check is bad design. It's entirely RNG, as shown by Eternal missing skill checks.

    Also, that's like saying, "The Survivors aren't at fault that MFT gives a 3% speed boost." That's just a really bad argument.

    It’s because her Shotgun Speakers addon (which was used in that game) doesn’t just remove the warning for the Overcharge skill check, it also removes the delay. So instead of getting the warning when you touch the gen and then getting the skill check, you actually just get the skill check immediately and it’s extremely difficult to react to, to the point of being unfair imo.

  • While that would shut down its synergy with Dead Hard, in other ways that change would also be a buff because it would mean killers can no longer counter it with perks and addons that inflict the Exhausted status effect.

    The perk is just broken. It provides 2 strong effects that would both be enough for 1 perk on their own, and even if you removed the Endurance effect, the movement speed on its own would STILL be too strong. It’s free, unearned, and indefinite movement speed which is problematic much in the same way that the old Call of Brine was problematic because it was free and unearned regression with no cooldown. It needs a significant nerf or rework.

  • Nah, MFT still needs a nerf. Giving other killers Haste effects to counter it is just a bandaid in a lot of cases.

    Though, I would actually like to see Trapper gain a movement speed boost while a survivor is trapped, that’s a decent idea.

  • Please no. Current RPD is by no means perfect but it’s far better than what we had before. The original RPD was way too big.

  • @Sharby said:

    I haven't looked into the changes, is the brainless slugging condemned build going to still be viable or is it getting removed?

    You can still do it but not in the same way you could before.

    Going forward, Ring Drawing will no longer work on slugs so you can’t spread condemned by forcing survivors to pick each other up that way. What you can do though is slug survivors holding tapes and continue downing them, because basic attacks inflict condemned on survivors holding a tape, and repeat until you can kill them, since slugging them doesn’t destroy the tape, only hooking them does (and hooking them spreads condemned to other survivors as well).

    Personally I think they probably need to make it so that if you’re picked up from the dying state then the tape is destroyed with no effect. Then she probably needs some more adjustments (primarily buffs) elsewhere.

  • Shiawase Amulet and Talisman will still be alright. Since they only increase the duration by 0.5 seconds and 1 second respectively, the additional recharge is only 1.5 seconds and 3 seconds respectively which isn't horrible if you get a hit you wouldn't have gotten without the extra duration. If you don't need the extra duration and don't use it, then the recovery will be the same as without addons.

    Yakuyoke Amulet on the other hand, will be pretty bad now since it reduces the phase speed modifier by 15% and no longer makes your power recharge faster, which removes a lot of the value it had before. You can still run a speed addon to offset the penalty, but then you won't be able to use the full 8.5 seconds without a very long recharge time, so you're honestly better off without it. The other option of course is combining it with one of the buffed recharge addons, but then your phase speed is significantly slower. Neither option is worth it imo.

  • @adam1233467 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488268#Comment_3488268

    the nerf ins't bad as people think, the differente is miliseconds btw

    Yeah the actual nerf to the repair speed bonus is very minor. But no more bonus bloodpoints will make it less appealing for a lot of survivors I think.

  • @darksouls3600 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488367#Comment_3488367

    It will probably go down, but like I said is the stacks of gen speed and MFT that broken everything, because the survivors is good in everything, he can rush and loop almost forever.

    Now I feel that I can't play legion, knight and mercenary, because I lost to much time in any chase, I'm playing Wesker now, with him a can play, win one lose others without that feeling that I was a impotent killer

    Well that's because MFT is busted and needs a nerf.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488352#Comment_3488352

    It confuses me why it was changed, because 5 minute is still short enough to deal with most interuptions.

    Personally I would start at 15 minutes. Even if you d/c because of an internet hiccup, 15 minutes gives you time to make sure your connection is stable before queueing back up again. I had a night before d/c penalties were enabled where internet kept going down and back up like every 10-15 minutes while trying to playing. I should have just quitted, but because I could queue up immediately when the internet came back a 1 minute later I kept trying.

    While 5 minutes is short enough to deal with most interruptions, it is also long enough that it typically reminds you that it's there and that you shouldn't DC again. With 1 minute penalties sometimes you don't even see it at all.

    But the real reason I'm okay with the first penalty being as short as 5 minutes is because of cheaters and hostage situations where you are forced to disconnect. (And having to wait 1 hour for the server to close the match should not really be considered an acceptable workaround.)

  • @nars said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488386#Comment_3488386

    ah yes because dealing with 3 protection hits with 0 risk involved has innumerable counters and in no way is a free escape

    You’re not meant to be able to guarantee a kill at the end of the game. Certain killers that are good at camping can do that, but in general, if you cannot catch a survivor in endgame because of protection hits, then it’s because you failed to stop them from powering the gates and escaping. If all 4 survivors are still alive in endgame, you are already in a bad spot unless you have an endgame build.

    As for base BT in endgame - not having that would just recreate the same issue that it was meant to solve. The only counter to being instantly downed off the hook would be that survivors are forced to start running BT again which the devs have made clear they don’t want as the strategy otherwise had no basekit counterplay for the survivor being unhooked. We’ve also seen how it was with only 5 seconds of protection and how that wasn’t enough to be effective in most cases.

    But yes, MFT + Hope is super broken, no disagreement there. I don’t think most endgame perks are even worth running on killer as long as that combo is popular, you’re better off trying to win before Hope activates. NOED is the only endgame perk that helps counter 110% speed survivors.

  • Of all the things you just listed, MFT + Hope is the only one that’s actually a problem.

  • @madoniflicks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488268#Comment_3488268

    how is the nerf going to change anything?

    All I see is that they are taking away the BPs and a percentage that affects gen time for less than a fraction of a second.

    The perk will still be just as effective.

    Maybe I missed something?

    The perk’s actual strength will not be much weaker than it is now, you are correct. But a lot of survivors used it mainly for the BP bonus and won’t run it without that, so its usage rate will go down.

  • I disagree that Bubba is boring, he’s one of my favorite killers to both play and play against. Sure his power is simple as he’s an older killer but that’s not inherently bad.

    The only changes he needs imo is some kind of nerf to his camping and he should get yellow Chili basekit as it feels almost required to have a Chili addon on him (if you’re not planning to camp all game that is).

  • I don’t know why it starts at 1 minute now. It’s basically zero deterrent since by the time you get back to the lobby your time is nearly up.

    The first one should go back to 5 minutes the way it used to be and quickly ramp up from there.

  • @CountOfTheFog said:

    So what triggered the spawn of the hatch exactly?

    It used to be based on a combination of remaining survivors and the number of generators left.

    If all 4 survivors were alive, the hatch couldn’t spawn until the exits were powered. For each survivor that was no longer in the trial, the hatch would appear 1 generator earlier. So with 3 survivors it appeared when there was 1 gen left, and with 2 survivors it appeared at 2 gens left. However, it would always spawn closed if there was more than 1 survivor left, and could only be opened with a key. It could spawn as soon as a generator is completed (causing that threshold to be reached) or immediately following the death of a survivor, if that lowered the gen-threshold sufficiently to allow it to spawn).

    With 1 survivor left it appeared no matter what (this is the only situation in which it appears today). Once it had spawned and 1 survivor was left then it would open on its own.

    The hatch also used to only stay open for a certain amount of time when opened by a key, if there was still more than 1 other survivor left after the survivor who used the key escaped through the hatch. This was originally 30 seconds, but was later reduced to 10 (not long before the hatch was changed to what we have now). During the time it was still open, other survivors could escape through the hatch, so only 1 key was required for multiple survivors to escape and was the main reason keys used to be considered wildly overpowered. If this time elapsed, then the hatch would shut on its own without starting the EGC. If the killer closed it before that happened, it would auto-complete the remaining generators and start the EGC like it does now, even if there was more than 1 survivor left. Using a key was also instant (today it takes 2.5 seconds and you can be grabbed by the killer while doing it).

    Prior to the EGC existing, killers didn’t have the ability to close the hatch manually but the action of jumping into it could be interrupted by the killer leading to standoffs.

  • @DrDucky said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488053#Comment_3488053

    I actually love basically all of these buff ideas which im surprised about given that a lot of perk ideas/buff ideas are terrible. The only 2 I am a little nervous about is premonition since I feel like we are beginning to reach a critical mass of haste effects and 5% is a lot especially given we know how strong 3% is.

    Mad grit I feel like needs a different buff since the deep wound thing calls out to every single survivor you have the perk, even in solo Q which is right now the only way this perk has any chance of working (since swfs call it out anyway). So I feel like this actually might make the perk worse given that no one is going to body block once they see the deep wound.

    Other then that I love all of these buffs and would be super happy if they were released in the next midchapter. I think my favourite one is the distressing one, love the idea of being able to almost do a bone clapper addon but with your terror radius.

    That’s fair about Mad Grit, that would make it more obvious to survivors. Maybe that’s not the best idea then.

    I don’t think the Haste effect on Premonition would be too strong since it’s only for 10 seconds and is quite limited in how many times it can activate in a match. Fwiw, I think the complete removal of Haste stacking is something that the devs should consider now that we have so many ways to increase movement speed and potentially outrun killers which shouldn’t be possible imo except for exhaustion perks.

    And yes for Distressing, I used to love the old Iridescent Button addon that gave Legion a map-wide terror radius, I get why they removed that when they buffed Legion but I think if it was part of a perk it would be fine. So that’s where that idea came from!

  • Well they’re nerfing Prove Thyself in a week so pretty soon you won’t see that as much anymore.

  • Honestly I think both her iridescent addons need total reworks. 3-blink is bad design no matter what downside you give to it and 4.4 one-blink Nurse is just kinda boring and unfun for both sides.

  • Deception - Increased the time scratch marks are hidden to 5 seconds.

    Fast Track - Rather than automatically activating upon hitting a great skill check, can be activated on demand by pressing the Active Ability button within 3 seconds of hitting a great skill check.

    Kinship - Can now be activated on stage 1 and stage 2.

    Pharmacy - Using a medkit obtained by this perk will grant a 50% healing speed bonus.

    Potential Energy - Now has a 1.2% to 1% conversion rate, instead of 1.5% to 1%. Being hit by the Killer will result in half of the tokens being lost instead of all of them.

    Premonition - Reworked: Activates after safely unhooking a Survivor. Once active, the next time you are chased by the Killer, for the next 8/9/10 seconds you gain 5% Haste and you can see the Killer’s aura. Premonition then deactivates.

    Self-Preservation - Increased the activation range to 24 meters.

    Visionary - The auras of generators within range now show their repair progress by the intensity of their auras. Changed the range to 32/34/36 meters; no longer has a cooldown when a generator is completed.

    Awakened Awareness - Now that Nurse is nerfed, this perk gets its 2 second linger back.

    Blood Echo - Is now Scourge Hook: Blood Echo. When hooking a Survivor on a scourge hook, all other Survivors suffer from Hemorrhage and Exhausted for 35/40/45 seconds. Hemorrhage now causes healthy survivors to bleed for its duration, the perk now works on all other survivors instead of just injured survivors, and the cooldown has been removed.

    Distressing - In addition to its current effect, now gains 1 token each time a generator is completed. While you have at least 1 token, press an active ability button (might have to be a new button) to consume 1 token and expand your terror radius map-wide for 12/16/20 seconds. During this time, all Survivors will perceive this terror radius as if you were directly behind them.

    Fire Up - Increased the action speed bonus to 4/4.5/5% per token.

    Hex: Ruin - Increased the regression speed to 115/120/125%.

    Mad Grit - In addition to current effects, attacks while carrying Survivors now inflict Deep Wound, making it more thematic as a Legion perk. (Note: Injured Survivors will still be downed.)

    Merciless Storm - In addition to its current effect, failing the skill checks now inflicts Oblivious on that Survivor for 60 seconds.

    Oppression - Reduced the cooldown to 80/70/60 seconds.

    Predator - Removed its current effect as it’s often detrimental to the Killer. Now causes scratch marks to be animated, showing which direction the Survivor was running. Scratch marks also last 2/3/4 seconds longer than normal.

    Remember Me - The Obsession is no longer immune to the effect of this perk.

  • 150% regression on 3 generators automatically is too much. Oppression just needs the cooldown lowered a bit, nothing else.

  • The hatch itself is fine. It’s needed to prevent stalemates where 2 survivors hide in hopeless situations for an eternity.

    However, I’m a firm believer that playing selfishly for the hatch from the start of the game with perks like Left Behind is unhealthy and those perks should be changed/reworked. Clairvoyance’s hatch aura reading can go too.

  • The reason I don’t think Head On needs a buff is because it is the only exhaustion perk that can directly benefit your teammates. Unlike most others that provide the perk user a speed boost in some way, Head On stuns the killer, which can allow other survivors to gain distance on them, not just yourself.

    As for Balanced Landing, I think what holds it back a little is not the perk itself but some maps simply not having very many places to trigger the perk. Shelter Woods was a notorious example of this before it got its new main building. Since hill tiles don’t appear on that map, the only place to use BL on the entire map was on the basement stairs.

  • The aura reading made it feel more fair overall. It only needs 1 more change imo, and it’s that if the killer hooks a survivor within 24m of the totem, then it should move to a different totem if available (or deactivate if there isn’t one) so you can’t camp the hook and the totem at the same time. Then I think the perk would be fine.

  • The increased aura reading duration won't do anything in most cases. If the survivor is going for the basement save immediately (which in most cases they are), then the loud noise notification you get from the unhook is going to tell you what's happening. The extra 3 seconds of aura reading is doing nothing at that point.

    Personally I'm of the opinion that basement is unhealthy and shouldn't be in the game anymore anyways, so I think this perk just needs to be given a completely different effect that's actually useful.

  • Did you actually pull them all the way out of the locker or did you grab the survivor while they were entering or exiting? The locker blind immunity only works if you’re fully grabbing them out from inside the locker. It also doesn’t work against flashbangs (which is intended), it only works against flashlights.

  • Devour Hope is the most high risk perk in the game. It’s fine.

  • His chase power is strong but is kinda clunky and I also don't like tunneling with him, so in a way whenever I play him I feel like I'm handicapping myself just because I want to play nice and don't have an interest in tunneling from the start of the match using a built-in mechanic that feels designed for tunneling. He also has one of the worst addon sets in the game.

    He's not really fun to play against either imo, even the ones that don't tunnel. And I tend to play killers less (or not at all) if I don't enjoy seeing them as survivor.

  • Yeah I agree. There's no point in Twins' anti-camping mechanic when it can just be bypassed like that.

  • @Kaitsja said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3486744#Comment_3486744

    When you're at mid MMR, there's a very noticable amount of survivors who intentionally play injured to benefit from perks like resilience and made for this. At high MMR, those players become more common.

    Now, these playstyles weren't uncommon before the healing nerfs but there were definitely fewer players voluntarily playing injured. I won't bore you with the math, but prior to the global healing nerf, self-care took around 45 seconds to go from injured to healthy. After the healing nerf, that number went up by about 23 seconds.

    Throw on Sloppy for an extra 20%, and you're looking at around 90-something seconds. Throw on Pentimento for an extra 30%, and you're probably looking at 120 seconds to heal. I say probably because dbd math is weird, and difficult. It makes people avoid healing altogether when it's taking you a full solo generator repair to heal.

    Self-Care is still 45.7 seconds, the 33% self-healing nerf only applies to medkits. Self-Care was only worse on the PTB when base healing was 24 charges, but that change didn’t go live.

  • Overall I think it’s good that BP is becoming less and less tied to perks. HOWEVER, survivor BP gain really needs some improvements. Prove Thyself was helping with that a bit but soon it won’t anymore.

    After this update goes live, there will only be 4 perks remaining that have BP bonuses, those perks being No One Left Behind, Beast of Prey, Distressing, and Thrill of the Hunt.

  • Several of Blight’s addons need nerfs/reworks but making him 110 is going too far. Pretty much every single one of his good addons needs to be changed imo, including speed addons. But if they do that, he’d be fine after that. There’s nothing wrong with his basekit.

  • It works with anything that has a range limit centered on any survivor, whether that be yourself or a teammate. Several examples were already listed above, but a few more that also work are Empathy, Empathic Connection, Clairvoyance, Detective's, and it even works against Knockout (increasing the aura-reading range on slugged survivors to 32 meters).

    It doesn't work with Wiretap because the center of the range is the generator, and it doesn't work with stuff like Plaything/NOED totem auras because the totem is the center of the range. It also doesn't work with Dark Sense, because its aura reading technically isn't range-limited, it just doesn't activate specifically until the killer comes within 24 meters of you - once it's activated, the range is unlimited for its 10 second duration.

    Worth noting, the reason it works with Kindred's killer aura reading but not with Wiretap is because technically Kindred doesn't use the hook as the center of the aura-reading range, it uses the hooked survivor themselves as the center of the range. It would not work with Kindred if that was not the case.

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