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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Nah, self-healing being strong was bad for the game. Old CoH was effective for staying alive against the old 3-gen meta, but once Overbrine was gone it needed to go too. The game isn't balanced around survivors being as self-sufficient as they could be before CoH and medkits were nerfed. Medkits are still very good at that too, just not as much as they were before.

    My only gripe with medkits now is that they don't feel different enough in rarity, a brown medkit is almost as good as a purple medkit. Brown medkits should probably be a little weaker and green + purple medkits should be a bit stronger. Yellow medkits are fine the way they are.

  • I never use it, it helps survivors more than it helps the killer.

  • Huntress Lullaby currently does, but yeah it's not supposed to.

  • I don’t think Nurse is that far off from being fine, honestly.

    I do think she needs one more nerf though, and it’s that she shouldn’t be able to see survivors’ auras while blinking. Aura perks on Nurse remove too much of her counterplay.

  • @Aven_Fallen said:

    Not really a fan of this. BHVR wants to be consistent with their Terror Radius (granted, Deathslinger is the only Killer with 32m while being only 4.4m/s). But all of their Terror Radius-ranges are multiplications of 8. (16 for Myers Tier 2, 24 for most 4.4m/s Killers, 32 for Standard and 40 for Wesker)

    Also I dont really want to see a Deathslinger with 20m Terror Radius when using M&A. In general, I never really got why he was at 24m to begin with. Huntress gets a big Lullaby to announce her presence and Deathslinger was the stealthiest guy ever.

    The difference is that while Huntress has a large lullaby, she can also hit survivors from much farther away. Deathslinger can never hit anyone further than 18 meters away.

    I think 28m TR would be fine, but only if they also gave him a 28m lullaby to go with it, which would make Monitor pointless since no perk is capable of affecting lullabies. I agree with you that he shouldn’t be able to get his TR down to 20m without a lullaby.

    Also, there is an exception to the “every terror radius is a multiple of 8” thing and it’s Huntress - her terror radius is 20m (but with a 45m lullaby). So it wouldn’t be unprecedented.

  • I think they would be too oppressive if they couldn’t be blinded. Which makes me think they should add more basekit counterplay to them and then remove the ability to blind them kinda like what they did with Hag. Pallet stuns are an option but that’s often extremely inefficient/not reasonable if there isn’t a pallet nearby.

    I do think the devs separating counterplay from items is a good thing in general. As such, I’d also like to see maps lose the ability to track killer-specific objects like bear traps. (And maps could use some other changes too while they’re at it, to make them better.)

  • Hope is a perk that rewards you for getting to endgame. That's a very limiting restriction it has and so I'm okay with its direct strength for that reason.

    Made for This doesn't have that and simply requires that you be injured and not exhausted which is, at some point, inevitable in most matches. Movement speed shouldn't be so unconditional and shouldn't be available for such a large portion of the game - it should either be highly restrictive (eg. Hope, Blood Pact, Play With Your Food) and/or be on a short time limit (eg. Devour Hope, Guardian). And this is before even mentioning MFT's second effect which makes it even stronger than it would be with just the movement speed.

    That said, regardless of MFT + Hope or any other specific combination, I also think the ability for Haste (and Hindered, while we're at it) to stack in general should be removed from both sides and only the strongest available Haste modifier should take effect at any given time. Unlike most other positive modifiers that can stack together which typically have diminishing returns the more you stack (eg. action speeds like repairing and healing), survivor movement speed actually gets stronger when you stack more of it:

    • The 3% from MFT normally means you're reducing the killer's speed advantage by 20% (assuming it's a 115 killer, 0.12m/s of the 0.6m/s speed advantage they have on the survivor).
    • But when you stack it with Hope, Hope already cuts down a 115 killer's speed advantage to 0.32m/s (7% of survivor running speed is 0.28m/s), so MFT is then a 37.5% reduction in the killer's remaining speed advantage from that point (0.12 / 0.32).

    TL;DR: Hope is fine, nerf MFT, and remove Haste stacking on both sides.

  • That would be way too strong for similar reasons as to why Made for This is too strong. While it would definitely help counter MFT as you pointed out, it's still indefinite (in this case, negative) movement speed for only the requirement of injuring survivors which is not enough of a restriction. And if a survivor isn't running MFT then they're just slower almost all the time with no other real counter.

    Thana definitely needs changes but this is not it. Haste and Hindered effects need to stay niche and/or be limited to short durations and I also think their existing ability to stack should be removed.

  • They said it was to ensure players get to familiarize themselves with contents of that character’s bloodweb before being able to use auto-purchase.

    But it’s silly, because survivor bloodwebs are all the same and killer bloodwebs only vary in the specific addons for that killer. Imo it should just be that you can use auto-purchase once you have done at least 1 prestige for any character of the same role.

  • There's a very fine line on that between "balanced" and "strong but feels bad to play". I would say Nemesis's infection mechanic is fine and I wouldn't be opposed to something else similar to that. Singularity's allows him to have a stronger chase power but it's more of an all or nothing since EMPs are plentiful and can be used mid-chase which makes it feel terrible for the Singularity player when your Slipstream gets erased in a matter of seconds. It basically turns it into 4 health states instead of 3 and I think that's where a large part of the frustration comes from with him and why a lot of people stopped playing him already. You can't do that against a Nemesis unless he leaves you long enough to use a vaccine, which is entirely his decision.

    Basically, I don't think "third health state" mechanics like that are inherently a bad thing, but the devs have to be very careful with balancing them so it doesn't become too oppressive towards either side.

  • @Mandy said:

    I think the bug here is that the Endurance icon was on show when you didn't actually have Endurance because of already being in Deep Wound.

    I thought that was intended? You can still benefit from the Endurance if you are able to mend before the Endurance expires; Deep Wound doesn’t prevent the status effect from being applied, it just makes it not work. Having it not show the icon at all in that situation seems inconsistent.

    I don’t know how feasible this is, but one thing that could be done to make it more clear that Endurance doesn’t protect you in Deep Wound is make it so the icon is still there but have some transparent graphic on top of it that crosses it out or something, to indicate that it will not work unless you mend.

    But yes @ OP, you went down because you were already in Deep Wound, which prevents Endurance from protecting you.

  • Blessing hex totems is fine since it takes double the amount of time. The only time it was an issue was on Mikaela's PTB when blessing a hex totem was just as fast as blessing a dull totem - THAT wasn't fair.

  • I wouldn’t be opposed to Pig getting that buff. I think Demo's shred is strong enough as it is though.

  • Favorites: Wraith, Bubba, Dredge, Wesker

    Play often: Nurse, Huntress, Myers, Pig, Clown, Spirit, Legion, Plague, Pinhead, Skull Merchant (chase build and addons, no 3-genning)

    Play occasionally: Trapper, Doctor, Freddy, Demo, Ghostface, Deathslinger, Pyramid Head, Nemesis, Artist, Onryo, Knight, Singularity

    Never play: Billy, Hag, Oni, Blight, Twins, Trickster

  • DH against special attacks was one of the biggest issues with it. Some special attacks are very easy to react to unlike a quick (non-lunge) m1. DH still is like that now, it just isn’t as big of a deal since the perk is more limited than it was before. Also if killers like Nurse and Blight are so strong that they need a certain survivor perk to be strong specifically against them, that’s not how you fix that issue, you fix it by nerfing the killers that are overpowered (or in Blight’s case, nerf his addons).

    Either way, DH needs no buffs.

  • I’m not sure how I feel about Dramaturgy yet. The distance part of it is not as obnoxious as old Dead Hard was, but at the end of the day, it is still on demand free distance and I’m not sure that’s a good thing. I also don’t like that it can give you iridescent addons.

  • I believe now you have to use DH while a killer swings at you but they have to miss the attack entirely like what old DH would have resulted in. Basically you need to waste your DH.

    They need to update the challenge with the new DH in mind.

  • @DaddyMyers_Mori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479989#Comment_3479989

    Well, maybe work on solution as replacement before removing band-aid.

    After BBQ nerf, there is simply no reason to hook multiple survivors, if you want to win a game.

    They tried to bring it back with pain resonance change, which is good, but it's still a perk. Also RNG perk, so lot of players won't use it.

    BBQ was getting near base mechanic, because almost everyone used it, if they could. Free BP...

    They did fix the issue of BBQ feeling needed for reasonable progression through role-based BP incentives and everything they did to reduce the grind. I agree there does need to be more incentive for hooking multiple survivors.

    As for Prove Thyself, the solution is simple, increase Objective category BP gains.

    @Clockwork_Enigma said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3479989#Comment_3479989

    That is actually incorrect. Having BP bonuses on perks doesn't reduce perk variety, for if that were the case, then Killers would have been running Barbecue & Chili, Distressing, Beast of Prey and Thrill of the Hunt in their games on a constant back when Barbecue had the Bloodpoint bonus.

    But they didn't.

    And just about everyone on the Survivor team would be running Prove Thyself and We're Gonna Live Forever all the time because of the Bloodpoint bonuses.

    But they didn't.

    If Bloodpoint bonus perks were solely the reason that perk variety was reduced, then surely Distressing, Beast of Prey and Thrill of the Hunt would be getting their effects axed as soon as possible, too, but they aren't the main reason why people ran those perks.

    The reason that people ran BBQ, Prove Thyself and WGLF was that their BP Bonuses were tied with extremely strong main effects from the perks: Barbecue's aura reading from a distance, Prove Thyself's cooperative repair speed bonus and WGLF's 100% healing speed to dying Survivors. On the contrary, people never ran Distressing, Beast of Prey or Thrill of the Hunt solely because of the opposite reasons; though they provided substantial BP bonuses for score events, their effects were either negatively impacting or not useful to the Killer in the slightest.

    And to get to your second point regarding BP gain, BP gain is currently fine in most circumstances (except for Brutality and Sacrifice for Killer score events, which do NOT have BP gain modifiers). The perks that did BP gain bonuses are only offering additional effects and aren't completely necessary to run. Again, think about it like this, if Prove Thyself was ONLY the BP modifier, then no one would be running Prove Thyself whatsoever.

    To your third point, too, there were more perks prior to and BBQ's BP bonus incentive removal that also incentivized spreading out hooks as Killer and not staying near the hook. Perks like Hex: Devour Hope, No Way Out, Grim Embrace and (currently) Pain Resonance all are examples of perks that force the Killer into playing in a healthier manner for greater reward, which in turn is a band-aid for the bigger issue of camping and tunneling being unfun and too effective. BBQ was effectively only being used as a scapegoat to get RID of a perk's ability to create this playstyle because it WAS the most used perk of this type.

    And even then, what is the problem for having a perk incentivize people playing in a manner that isn't toxic? The point of these perks was to incentivize players into being more fair and fun toward other players, and the removal of these perk effects does the exact opposite effect, which is that now people are acting like complete arseholes to each other in the games more consistently. Shouldn't there be MORE incentives to be a fair and fun player to go against, to be a player that is actually trying to not be toxic? Not less incentives? That is what I don't understand.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480181#Comment_3480181

    Or it could be the fact that there are just significantly better perks to run now than there were prior to the BP removal, many of which can do the same or a similar job to WGLF but better. Even Buckle Up is now getting this effect and better.

    Even before the removal of the BP incentive, I've never seen that many people running WGLF in games simply because of the fact that the perk wasn't strong comparatively to other perks back at the time. You know, perks like Unbreakable, Iron Will, Decisive Strike and Dead Hard.


    The difference is, BBQ and Prove Thyself had BP bonuses but were also decent for their actual effect. Plenty of people used them because they had a BP bonus yet also weren’t a waste of a perk slot.

    Distressing and Thrill of the Hunt only really have a place in niche builds and Beast of Prey is one of the bottom 5 worst killer perks in the game. All three of those perks also don’t give BP past the maximum for that category which makes the bonus often become redundant/unnecessary, so players have little to no reason to use them. Prove Thyself, while having the same properties, specifically helped fill the Objective category, which is fairly difficult to max out without the perk.

    As for WGLF, it admittedly wasn’t as popular as BBQ was back in the day (probably in part because it was harder to get all 4 tokens on than it was with BBQ), but I definitely see it far less now.

  • I think they should put the condemn spread on the 15 second cooldown instead of limiting projection to once every 15 seconds. So she can still project as much as she wants within the limits of the TV cooldowns, but how often she can spread condemned would be limited.

  • Having BP bonuses on perks decreases perk variety.

    If removing Prove Thyself's BP bonus makes survivor BP gain too low, it means survivor BP gain needs to be increased at base, not given to perks. Bloodpoints also shouldn't be used as an incentive to play in a fun or more healthy way. BBQ's BP bonus was an incentive to spread out your hooks as killer and not stay near the hook, but it was a band-aid for the bigger issue of camping and tunneling being unfun and too effective (as well as a band-aid for the grind being abysmal back then).

  • No, it's a bug.

    I played Wraith on the midchapter PTB and they already fixed it there.

  • If you’re running Corrupt and Ruin together, don’t. Since Corrupt typically prevents survivors from immediately starting on a generator close to them, they’re more likely to spread out which encourages them to look for other generators and other objectives, increasing the likelihood that Ruin gets found and removed early.

    Also Ruin in general is just kinda bad now.

  • I’m pretty sure my last game against Singularity was before the event started.

    I don’t really blame people for not playing him. The skill ceiling is high and he has the potential to be strong but it’s also very easy to get hard countered by EMPs as well as get screwed over by maps that aren’t good for him. I enjoyed using his power when it actually worked, but he’s also just very frustrating sometimes and I realized quickly that he was not the killer for me. If survivors get enough EMPs to start spamming them, you’re probably going to lose.

  • I’m fine with it being buffed but two whole minutes is excessive.

  • I think what they could do is make the condemn spread on the 15s cooldown, but not apply a cooldown to the actual projection ability, so her map traversal isn’t any worse than it was before.

  • Devour Hope is fine, it’s already risky enough as is. It has to be earned unlike NOED.

  • edit: stupid phone made me double post somehow

  • I genuinely don’t want moris to be changed or made basekit. Making them more common will ruin them and make them boring imo.

  • Imo half of Haddie’s Calendar should be basekit and the addon nerfed to 0.5s, so it would be 2.5s at base to exit a locked locker. I run Calendar pretty much every game because it just feels way too long to exit a locked locker without it. Dredge’s audio level from the survivor POV and the max distance survivors see him during Nightfall should be reduced by about 10%. Some maps also need some more lockers.

    The base teleport speed is fine as is.

  • I made that comment in June before they announced that they were removing hook grabs.

  • @Roaroftime said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3476968#Comment_3476968

    The gen slowdown should not be the first stack, 30% is too much considering doing gens is arguably the most boring part of survivor anyway.

    We've seen Pentimento already with gen slowdown not being the first stack and it made the perk too weak. On the Artist PTB, the perk was bugged so that the healing slowdown was first, followed by the gen slowdown second. It wasn't good.

  • It doesn’t need any changes imo. The whole point of it is to waste time. Making it faster or giving it the chance to be faster with skill checks not only defeats the purpose of it but it would be a nerf to Legion and a buff to several Endurance perks that don’t deserve it at all.

  • It should be decreased to 4% per token and it should lose tokens anytime the obsession loses a health state. Being able to m2 obsessions to bypass the token loss heavily reduces its counterplay and makes it too strong.

  • @masonsunderland said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3475570#Comment_3475570

    Seems like a bizarre inconsistency considering other powers count

    The reasoning was that guards are “more detached” from The Knight, while breaking a pallet with a chainsaw for example is more of a direct action from the killer.

  • Not sure about Thwack, but the devs have said before that guards are not intended to work with Spirit Fury because it’s not you breaking the pallet. So that part isn’t a bug.

  • It should be hitting the most progressed unblocked generator. If it hit a blocked generator that would be a bug.

  • It depends. If I feel like I played well, got 8-10 hooks, and was against a decent team, I'll probably consider it a draw.

    Anything less than that and I'll probably consider it a loss.

    0k or 1k is always a loss no matter what, 3k or 4k is always a win.

  • When you first get spotted by a guard it will move directly to the position you were in when it spotted you, even if it has to fly up to a different floor in order to do so. It's fully intended.

  • It's not as big of a deal on an m1 killer but it is a big deal on high mobility killers. 24 meters is a lot.

    Either way it's often far superior to most other aura reading killer perks, it's the only one that is too strong imo. All the others are either in a good spot or are too weak. And I'm saying this as someone who likes using NTH because games where survivors hide excessively tend to be pretty boring imo and I do like that this perk discourages that a bit. I just think that the following radius is a little much.

  • I agree. I think it should be centered on the gen, not the killer. Then it would be fine.

  • MDR Spirit needed a nerf just as much as Blight’s addons do.

    Hopefully they will address Blight soon.

  • @Ariel_Starshine said:

    Wait are they messing with my fav perk??

    Nerfed to 6/8/10% and BP bonus is gone.

  • I noticed this too last night, I lost a token in chase but the killer had no aura reading at all. I might be wrong but I have a feeling it may be getting triggered by the blue glow that appears on a survivor when the killer gains Bloodlust (for the event Exposed ability). At least, the timing seemed to match up with that when it happened to me. Not sure though.

  • @Annso_x said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471889#Comment_3471889

    Isn't that implied? I don't think you can get endurance if you aren't injured

    You can have Endurance while healthy. But it will not prevent you from becoming injured, it only prevents you from being downed. But that can still be used to counter Exposed/other instadowns, you just go straight from healthy to deep wound instead of being downed.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471559#Comment_3471559

    the nerf to spirit that she can use no other add-on except MDR and her yellow speed add-on. MDR is 25% but if you use yellow speed, 25%+10%=35%. so MDR is still same but it costs two add-on slots and all these other add-on she has are pointless. personally my build on spirit was MDR+yellow speed for 50% speed boost but now that build is nerfed.

    Yeah MDR nerf is significant for sure. I was referring to DCB specifically.

    Her recovery addons actually have a purpose now though since duration won’t affect it anymore. So those aren’t bad either.

    @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471559#Comment_3471559

    Remember the dust trails they were going to add original to Spirit. They could attach it to DCB then survivors would have some feedback that the spirit is using the perk. Of course this only helps experienced survivors and personally I would like to see the addon reworked instead. But I doubt BHVR will rework the addon before the mid-chapter release.

    Yeah I remember that, that would give survivors feedback but I’m not sure it would prevent the addon from still being bad design despite that.

  • Yea it's not going to be a good perk. They could significantly increase the aura range and/or bring back the old effect it used to have where if a hook was sabotaged/broken it would respawn faster (I think it was after 10 seconds). Especially considering it'll be limited to only scourge hooks now I think it would be more than fair.

  • @typervader said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3471588#Comment_3471588

    I thought you mean the TVs turn on fsatrer at the start of the game

    Oh, I see. No I think that's staying at 30 seconds, they didn't say anything about that.

    Honestly though they should reduce that to 12-15 seconds.

  • In the recent dev update. Sadako is pretty much getting a full rework.

    As part of that, the time for a TV to turn back on after projection has been decreased from 100 seconds to 70 seconds, but the time for it to turn back on after a survivor turns it off has been increased from 60 seconds to 90 seconds.

    Summer is upon us, and The Entity’s Realm is heating up. Between an extra special guest making his long-awaited debut and the return of a classic summertime event, our next update is already packed with content. But we’re just getting started: We have loads of exciting features and balance changes in store for you, and…


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