sizzlingmario4
sizzlingmario4
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The thing is, this nerf is barely going to do anything. Having KI on Survivors while phasing is inherently an issue no matter the range on it. Whether it's 3 meters or 4 meters, it tells you where a survivor is (or tells you no one is at your current position) without having to actually make the prediction yourself which removes a lot of the skill and counterplay from Spirit especially since it also doesn't give survivors any feedback that it's there.
The addon should've just been reworked entirely, not nerfed.
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I can't tell if there's supposed to be a pallet behind that wall with the gen (in between the wall and the hay) or not.
If there's not, I don't get the point of this tile. It's basically not even a tile.
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@nars said:
No it its absolutely not. 40% is a 1.6m/s increase from one addon. This nerf brings it down to 1m/s increase, still massive for an iri. besides the most popular combo was yakuyoke mother daughter and that made it 25% anyways.
Fun fact it was actually even more, because it's based on her base speed, so it's 40% of 4.4m/s (which is 1.76), giving her a phase walk speed of 8.8m/s (compared to the default 7.04m/s). For a long time this addon (and only this addon, not the other speed addons) was bugged and gave even more speed, but that was fixed a few patches ago.
Now with the nerf to 25% it will be an extra 1.1m/s, for a new total speed of 8.14m/s in phase.
Anyways, yeah, MDR definitely needed the nerf. I think it's probably fine now.
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Even if it does end up being a nerf initially, she seems more interesting now at first glance. It can always be adjusted again after the PTB. I like that survivors will have to actually interact with TVs now rather than just ignoring them 100% of the time, and I think being able to use any TV to drop your tape off is a fair tradeoff. Having only one TV available (which allowed Sadako to teleport there and force Condemned) was problematic anyway. Hopefully they also reworked Ring Drawing and killed off the slugging build.
I do agree 90 seconds may be too long of a cooldown now that projection itself has a 15 second cooldown as well. Either way I’m excited to see how it is on the PTB, she has needed substantial changes for a long time and she is getting them.
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I agree. I think the Breakout change is an overall nerf as well.
If it’s limited to scourge hooks it should be at least 16 meters if not more.
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Definitely interested to see how this plays out. She's going to be a lot different now. You can't ignore TVs anymore.
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Were they using Vigil? It can cause Haunted to wear off faster than normal.
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The base regression rate should be one-third of survivor repair speed instead of one-fourth. To ensure the 3-gen meta can’t come back, CoB and OC should have their increased regression rates removed and replaced with something else. Ruin would also be fine the way it is without any further changes if this happened.
STBFL, Nowhere to Hide, Adrenaline, and Distortion are all too strong and should be nerfed:
-Distortion’s token system is not really a limiting factor at all against most killers.
-NTH is too strong on high mobility killers and should be centered around the generator instead of the killer.
-Adrenaline is better than all other endgame perks in most situations (only Hope can sometimes compete) and playing most of the game with 3 perks is not as hard as people make it out to be.
-STBFL is way too strong for camping and doesn’t have adequate counterplay against m2 killers for how strong its effect is.
NOED is mostly fine now but should be deactivated if the killer hooks a survivor within 24m of the totem to remove that uncounterable aspect of it.
PGTW was overbuffed, it should’ve either been 25% of current or 15% of total.
Trapper is one of the most boring killers to face even though he’s not strong.
Perks like Left Behind and Low Profile that encourage selfish play are unhealthy and should be changed.
Release version Circle of Healing was the strongest perk in the game at that time, even stronger than old DH.
Wraith is a decent killer. He’s not nearly as bad as people say he is.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3470329#Comment_3470329
I thought it already didn't work on those killers? I may be wrong, but I was under the impression that the vaccine and the first aid spray already didn't count. Or maybe it was just those chests not counting, I'm not sure...
Either way, that upgrades it from one mildly useful and overhyped application to... three mildly useful and overhyped applications, which doesn't really change my overall point.
It did work on them; the crates don’t count as chests, but the items were affected by those perks. I used to run Franklin’s/Hoarder on Wesker a lot, it was actually quite fun. I used the addon that increases the time to spray and the one that makes you Oblivious after spraying to catch survivors off guard and know where they were spraying (or potentially stop the spray from happening and knock the spray can out of their hand or instadown if fully infected). It gave you a lot of information as killer and constantly kept you in chase.
Ultimately though I understand why they changed it and made the behavior consistent across all killers so I’m not really upset about losing it. The issue is just that was the only thing Hoarder was actually good at so now it has no real purpose.
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MFT needs a nerf.
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I get why they changed it, but it definitely needs a buff now. It lost its only useful niche and is now a weak perk no one uses.
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It probably will get nerfed eventually, but not nearly as soon as it should get nerfed.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3468137#Comment_3468137
It’s not free. You have to chase & refrain from hitting a survivor for 15 seconds (bloodlust). Lol.
Yes but it’s still very powerful and unhealthy imo. It discourages altruistic bodyblocking and can be used right behind a survivor with no warning. It’s not like Bloodlust 1 is uncommon.
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I think the majority of people who voted for his nerf (myself included) just want his addons changed. His basekit is fine.
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Pretty much the only way I play Skull Merchant is with the Haste + Hindered addons and a chase-oriented build with Corrupt as my only slowdown. You can definitely feel it. 3-genning with her from the start of games is boring so I don’t do it, you can win by primarily chasing with her if you use those addons.
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Only time I ever used it was in a 4-stack with my friends where we all brought it with Up the Ante and luck offerings which made hook escapes near guaranteed within 6 attempts. This was on old Haddonfield (which we got by random chance, no offering) and all 4 of us unhooked ourselves. We still lost because we were against a Nurse and we were just messing around for the most part, but it was fun regardless. That's pretty much the only scenario where I would say Slippery Meat is worth it though.
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I just really don’t like the free Exposed ability. The other mechanics don’t bother me.
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I think certain perks should just have their icons shown near a survivor’s portrait at certain times when appropriate. This could be an example of that; eg., the icon is shown while you’re in a locker using it. Other examples could include an active Deliverance, an active DS, etc.
Simply showing it as a healing action would be misleading as it technically isn’t a healing action at all.
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“We can’t have anything strong in a 1v4 game”
Sure we can. There are plenty of strong Killers. Blight with several of his good addons is just too much. I have zero issue with basekit Blight.
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I didn’t get this question but would’ve answered with the following:
Buff: Myers
Nerf: Blight (addons)
Rework: Onryo
I could’ve said Twins or Skull Merchant for rework, but we already know they’re getting changes so there’s not much of a point.
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@not_requested49 said:
....why? You didn't even list the issue
It reduces the Overclock duration by 80% instead of 20%. So it’s worthless.
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On survivor I got Alert, This Is Not Happening, Self-Aware, and Fast Track against a Huntress. I escaped.
On killer I got Predator, Hex: Blood Favor, Unnerving Presence, and Iron Grasp as Wraith. Unnerving was useless since I was a stealth killer, Predator is detrimental, and neither of my other perks got any value (never needed Iron Grasp and Blood Favor never made a difference). I still won though.
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A few patches ago they nerfed Nurse's blink attacks to be special attacks, so Exposed perks don't work with her power anymore.
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For Family Photo, my guess is they meant to make it 80% of default Overclock duration (aka -20%) and that's how they accidentally made it -80% instead.
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That would definitely be much more fair than what we have now. People complain about the movement speed primarily and while that is an issue, the Endurance is also very strong and problematic in SWF imo after having seen it. I didn’t think the Endurance would be an issue at first but I’ve changed my mind.
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I don’t mind the pallet breaking since survivors can respawn pallets too. The Exposed on Bloodlust is what bothers me.
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You can’t counter it anymore if the killer gets all 5 so make sure that doesn’t happen. Otherwise you just cleanse the totem again and then that totem is permanently gone, the same totem can’t be rekindled more than once.
Pentimento totems can also be distinguished from regular hex totems. They look similar to the regular ones, but also have an additional red-orange flame around the totem (it’s a deeper red-orange than the normal hex totem color). You also won’t have the option to bless them, they need to be destroyed.
Having said all that, sometimes the best counter is to not give it to the killer in the first place. Plaything/Pentimento is a somewhat popular combo, but depending on the map and the killer you’re facing, it may be viable to simply leave Plaything up and avoid Pentimento that way.
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@zeemgeem said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3462530#Comment_3462530
It doesn't matter, you're forced to hit them or they'll do it anyway.
The protection is lost as soon as they touch the hooked survivor, not when the unhook actually goes through. If the killer is right there they can down them or grab them.
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If they unhooked someone else from basement after unhooking themselves, they wouldn’t have protection anymore.
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Plague is already an A tier killer, she's fine
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That would be busted and MFT is busted too.
No perk should give either side free movement speed only because of being injured/following an injured survivor (essentially what being within 5m of blood is). It’s not enough of a restriction.
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They’re random. It doesn’t matter which character or which role you play.
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Around 1.7 million
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I played a few games earlier and genuinely felt almost zero difference as killer. I still got EMP'd constantly and it felt bad. I do know the -10% movement speed definitely made a difference one time - I got a hit I wouldn't have gotten last patch, but that was about the only difference (and I still lost that game anyways).
I don't know how it feels to face yet. I did play some survivor this morning but I didn't get a game against Singularity.
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@Mandy said:
It is definitely intended. Today's bugfix patch fixed the issue and The Mastermind has returned in time for the Event tomorrow :)
Thank you so much for getting him back in the game in time for the event! I know you said originally it wouldn’t be possible so I really appreciate the effort made to fix him quickly especially considering how popular he is.
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I think Knight needs a lot of changes honestly. I'd be fine with full Map of the Realm basekit and even Call to Arms basekit (and change the addons into something else) but something needs to be done about the instant-drop a guard at loops playstyle first. It’s boring, has no skill expression for either side, and is too effective for how easy it is. Once that’s been addressed, he should get several other improvements to his kit to make up for it.
But I absolutely agree that Map of the Realm should be made basekit as part of that, and it should be the full 4 meters, not just 2.
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Because if they didn’t lose Slipstream then as soon as they are unhooked the Singularity could just shoot them from a distance and teleport. It’s an anti-tunneling measure.
I would also say that if you hooked that survivor, then most likely that Slipstream has done its job. Considering you can teleport multiple times off of the same Slipstream, I think it’s fair that a newly unhooked survivor gets the benefit of not being Slipstreamed anymore.
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His anti-healing addon shouldn't apply Hemorrhage. You should have to use Sloppy Butcher if you want that.
Other than that, hit and run Wraith is fine.
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@Zeidoktor said:
It was more a general change than a Pinhead specific change, reworking how items are categorized and having Franklin's Demise only affect Survivor items.
Question: Does Hoarder still work with the Box?
Nope, Hoarder did still work on the PTB but it was removed in the live release.
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The healing animations are fine imo. I’d rather developer time and resources be spent on more important things
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Skull Merchant can be good at chasing if you run Readout and Strobes since the speed differences are quite large then combined with the basekit Haste boosts. Otherwise, she can force you away from loops with drones and get speedboosts here and there but at the end of the day she’s still an m1 killer. That 3% speedboost doesn’t make her OP because that’s basically all she has in terms of chase power, and overall I would say it’s more limited than MfT as it often only activates for a few seconds at a time if survivors aren’t regularly taking claw traps. If they are, it’s likely because the Skull Merchant is 3-genning, which the devs have acknowledged as an issue that they are looking to change both with a general anti-3-gen solution as well as a Skull Merchant update.
A survivor running 3% faster while injured affects any killer and the killer roster as a whole isn’t balanced around that kind of thing existing and especially not 110 killers (tbf, Spirit can get around it easily but the others can’t). It’s a perk that mainly punishes m1 killers and killers that aren’t high mobility, while the S tiers (especially Blight and Spirit) hardly notice it because they’re so fast that they catch you anyways. Whereas Skull Merchant getting Haste as part of her power is isolated only to her and she was deliberately given that as a buff intended to make her better at chasing - the devs said themselves that she wasn’t strong enough in chase prior to her buff. The speedboost also isn’t even the only effect that MfT has; you could remove either one of its two effects and it would still be a strong perk.
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@bearr_trap said:
I was hit right off the hook while he was in power which ate my BT, my Off the Record was active after that - I suppose that endurance effect doesnt count either?
The Frenzy hit off the hook actually wouldn't have consumed your BT, as it's not an attack that can down you - but then on the fifth hit they can down you, and you were already in deep wound from the previous hit so BT/OTR can't protect you in that case.
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Did he already put you into Deep Wound before the fifth hit happened? If so, that prevents Endurance from protecting you, so you go down anyways.
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You tried to grab it too early. When you are hunted by a guard, there is a several-second delay (10 seconds for Carnifex, 5 seconds for Assassin, and 5 seconds for Jailer) before the flag can be used. If you try to grab it before that time is up, it does nothing.
Have you ever noticed the horn sound that plays while being hunted by a guard? That's a signal that the flag is now usable, and you can also see the little green thing moving down on the flag itself before you tried to run into it; this is a visual timer for it. The Knight also hears the sound cue, so they also know when the flag becomes usable.
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They changed all the other special items so you never have to drop your regular item now.
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If you’re Oblivious you’re supposed to be able to hear the chase music but not the heartbeat in the background. Last patch that got bugged so you could hear the heartbeat anyway. Oblivious was still working properly outside of chase.
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Not at all. Self-healing was extremely obnoxious before and it needed a big nerf. The game isn’t balanced around survivors being able to self-heal as quickly and as efficiently as they could before.
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@ad19970 said:
I think with the upcoming changes, he will still be fine. The changes should put him into a good state. But it does depend on how strong the slow is going to be. I hope it won't be too much.
They said the slowdown will be 10%. That's pretty strong.
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It was buffed in the same patch as the Undying nerf. So a long time ago.
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Sure, why not.
@AssortedSorting said:
I'd prefer the generator does a little spark
That wouldn't work for all other types of skillchecks not involving generators.