sizzlingmario4
sizzlingmario4
About
- Username
- sizzlingmario4
- Joined
- Visits
- 18,774
- Last Active
Comments
-
That's the problem with the meta though, because the meta has been too strong for years so every perk that has been able to change it has done so because it's overpowered. Just like Made for This is. It was the same thing with Circle of Healing. The meta was the same for forever until that perk got introduced and it completely warped the meta because of how strong and busted it was. It made healing the most efficient it had been in a long time. The only other thing that has changed the meta is the meta perks being nerfed directly, several of which have been.
Anyways, no, MFT is completely unfair. It's fun to use, sure, but it's because it's completely broken. Either one of its two effects would be a really strong perk on its own and this perk gives you both.
As far as counters go like Fearmonger, Blood Echo, etc., you shouldn't be expected to HAVE to have a counter to a perk in order to outplay it. Counters should be nice to have and something you bring because you want to, not something you bring because you feel like you HAVE to. It's not good design and it's not a good argument as to why something isn't overpowered. This is why BT is basekit now. It's ridiculous to expect your opponent to bring a certain perk, killer, item, or addon just to counter something that you may not even have. And that goes for both sides. Before Eruption got nerfed I used to see some killers say "just run Empathy to counter it so you can let go of gens" (which wasn't even a consistent strategy) and it was one of the silliest things I'd ever seen.
-
No, it isn't overpowered.
I have gotten positive value from it several times though. It's not a bad perk as long as you use it properly.
-
I noticed this on Family Residence as well, so it's not exclusive to the new map.
-
It’s probably an Epic issue. It worked fine for me on Steam.
-
It should remain a hex, it just needs a higher regression rate. It shouldn’t go back to 200% but 100% is too low. It was overnerfed.
-
@Steel_Eyed said:
Can the survivors choose to use the survivor item or killer item? Can they still put down a vaccine?
Does Hoarder still work on Pinhead?
I think you have to drop a killer-specific item to use your regular item. (And if you drop an EMP, it disappears.)
As for Hoarder on Pinhead, no. It worked on the PTB, but not anymore.
-
I think it was the correct decision. If those killers are too weak without it, they should be balanced around not having it.
Hoarder should get a buff though, it’s terrible now.
-
It's probably intentional, Hoarder worked on the PTB (while Franklin’s didn’t) and since then it changed to not work, doubt that's a bug.
-
That didn't make it past the PTB because it made him way too good at tunneling.
-
@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454116#Comment_3454116
Whilst I understand what you are meaning, when decisions like this are made, all interactions are taken into consideration. Our team of designers specifically want Special Items to be exempt from a perk working on them so in the same vein as Sadako tapes do not work with Franklins - it's not to do with the charge loss but to do with the item itself.
Don't forget when Franklins was introduced to the game, special items weren't even in the game as the killers didn't have anything, it's only more recently where killers have had special items and having a perk work on those items where survivors have to interact with that item - such as Pinheads box isn't great. So completely separate to charge loss.
Franklins still has a most definite place in the game and is still as useful as it ever was.
While I understand why these interactions with Franklin's and Hoarder were removed (and tbh I agree with them being removed - I think all perks on both sides that have any direct interaction with part of a killer's power should be changed, such as Adrenaline countering Freddy), is there any plan to look at Hoarder in the future? Franklin's still has decent value without the interaction with special items, but these special items were basically the only thing Hoarder was used for and without that it's back to being one of the worst perks in the game, much like it was before special items were introduced.
@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454143#Comment_3454143
The different category and interactions with special items makes complete sense for every killers special items.. except The Singularity's, who's patch it came with. EMPs are by far the strongest item any survivor can have in a game as the Singularity, and they're infinitely replenishable and immune to any kind of counter. It takes a single survivor game to master the use of EMPs and completely delete the killers power.
If EMPs are too strong (which I think they are), they should be changed directly, not given an interaction with Franklin's.
-
@Chadku said:
Will Franklin delete items again since the special ones aren´t affected by it?
Nemesis Vaccine was the reason why the item deletion got removed due to it instantly deleting a syringe.
Why are EMPs not affected by Franklin anyways, they´re unlimited unlike the Vaccines and Sprays.
Changing it back to delete items again instead of draining charges would be a nerf. With the old Franklin’s, your item was perfectly fine if picked up in time. With the current version, it never gets destroyed but even losing just a few charges can make a difference especially with medkits since you may not have enough charges for a full heal anymore.
-
That’s overpowered for a yellow addon.
But yes they should change it, or at least swap the rarities.
-
Wraith feels a lot better now, not just because of Lightburn being gone but also because of Circle of Healing and medkits being nerfed. Hit and run is much more viable now than it used to be and that's really good for Wraith. I think he is finally in a good spot.
-
@brokedownpalace said:
I don't really understand why the devs have never introduced some kind of ruleset where groups of gens cannot spawn too close together. They've ignored 3 genning for so long that they forgot it existed until they started releasing a bunch of killers that happened to be especially good at that strategy. Now they're finally beginning work on a solution. If they're only addressed this years ago it wouldn't be as big an issue as it is today
Probably because it’s not possible to do that on some maps without making those maps larger, or at least not to a point where it would make a significant difference.
The most egregious examples like the Dead Dawg back corner 3-gen and the “football field” maps like Azarov’s and Suffo Pit that naturally split the gen layout in half should be changed though. I’m of the opinion that Azarov’s and Suffo Pit should be reworked completely.
-
Having used it a ton and having played against it I think every single game, yes it is absolutely broken and needs changes.
-
My issue with it is that it doesn’t only help against 3 gen killers. It helps no matter how far apart the gens are and once there’s 1 gen left, it is guaranteed to be on whatever gen you’re on all the time. I get wanting to have something to help against 3 genning until they implement a more permanent solution, but this was not the correct way to do it.
-
@Chocolate_Cosmos said:
Hmm, I am not sure about it yet but I would like to have some more clear / easier way to pick a Camera when switchimg from one to other, because offten times I select the wrong one even tho I thought I am looking on the one I want (more cameras in same angle). It makes me confused and slows me down.
This. I already lost count of how many times I went to the wrong Biopod trying to select a different one.
-
Those perks aren't the problem. At least not anymore.
-
On the PTB, this combo worked and granted Endurance only when healing someone from injured to healthy. It never worked when healing someone from dying to injured.
Now it does not work at all in either case.
-
@MikhailVictor said:
Nemesis needs a whole addon pass, those two might not even exist
Oh, I agree. But I doubt that’s happening any time soon.
-
Can confirm. I guess it’s because the default respawn time is 12 seconds and that addon combination reduces it to below zero. This wasn’t a problem prior to the update but now it is with the buffed addons.
-
@YOURFRIEND said:
Didn't they do this with clown once and rather than fix it.... Just reverted the buff? Be careful what you ask for.
Yeah, they did that when they wanted to buff Solvent Jug (yellow addon) to 2 seconds, which made it the same as Garish Makeup Kit (purple addon), so they reverted it.
-
@lifeisstrange said:
I never use the perk but isnt it for any chest now or is it really limited to just one chest? if so then lord that does need to tune up. I personally just run self care imo even though it takes ages but... at least if things go down and i have no one to heal me its there.
It can be used multiple times, you just have to open chests while injured. It doesn't work while healthy.
@LiunUK said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452355#Comment_3452355
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452364#Comment_3452364
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3452374#Comment_3452374
yes it would take a bit longer to get the med kit but pharmacy makes you search chests 80% faster that's 2 seconds to open the chest.
but what if all the chests are already opened? the perk dose not do anything then.
also say you open a chest and get a med kit out of it but later in the match you need to heal again you can go back to that chest and rummage it for another med kit this change will give the pharmacy more utility overall.
The reason Pharmacy is bad isn't because of the availability of medkits, it's because it's too slow now. Before the medkit nerfs, Pharmacy was actually a pretty decent perk that not many people used and it was kinda underrated imo. But now it's not as good because it's a lot slower to use. The only change I want for it is for it to give a 50% healing speed increase when using a medkit that you obtained from the perk. This doesn't entirely offset the nerf (which is fine because green medkits were kinda dumb) but it would help.
Also, 80% faster isn't reducing the time by 80% down to 2 seconds, it's 80% increased action speed which looks like this: 10 / 1.8 = 5.6 seconds to open the chest.
-
That would be a nerf to Pharmacy since you'd have to open a chest and then rummage, which would take longer than just opening.
-
Congratulations!
-
I think the stun time should change depending on how close survivors are to completing their objective. For example, at 5 gens, DS is a 5 second stun, but for every generator completed, the stun time is reduced by 0.5 seconds, down to a 3 second stun at 1 gen (and the perk is disabled completely when the exits are powered).
-
It is camping, but it’s the correct play. If the killer has 2 survivors hooked in close proximity, I wouldn’t blame them for not leaving.
-
Hopefully when they add the FOV slider, they remove that effect from Monitor.
-
Fearmonger is already very popular in my survivor games right now. So it’ll probably stay that way.
-
I think the bug is, it ends immediately if both exits are opened. It used to (incorrectly) reset the timer back to 30 seconds when the second exit was opened, now it just ends it instead.
-
It should only be triggering when the killer directly kicks a generator. If stuff like Pain Res is activating it, you should report that as a bug. This used to work correctly but I haven’t used Blast Mine for a little while so it might’ve broke recently.
-
It's not limited to 5 uses though since it works with blessing now too. It doesn't need any more buffs imo, it's already pretty good.
-
Nope. It’s been bugged since her release and they even reduced its rarity without fixing it. It doesn’t do anything.
-
Generally yes, most healing perks do stack with medkits and with each other. In your examples, yes you would have 150% extra healing speed, or 250% speed total.
Circle of Healing does not stack with medkits however, so don’t use your medkit on a teammate if you’re in its range. It’ll just waste your medkit charges for no additional benefit. It does stack with other healing perks though.
There are also a couple of other perks (Autodidact and Solidarity come to mind) that require you to be healing without a medkit in order for them to work.
-
Nah, hook blocking is fine.
-
Yeah, good. Though the version of the finisher mori as it was on that PTB would not really be balanced either without it, so hopefully that looks a bit different too. I honestly don’t have an issue with moris the way they are now. Having them not be in every game is part of what makes them more exciting when they do happen imo.
As for slugging, I think there’s just certain things that should get looked at, such as Sadako, Twins (who we know is getting a rework so hopefully they’ll be less slug-oriented when that releases), Knock Out (mainly just the aura-hiding), and slugging the last 2 survivors for 4k. A widespread survivor buff like base UB wasn’t warranted at all and I’m glad the devs seem to have realized that it wasn’t a good idea.
-
Maybe for gens. Pallets, no.
-
Thanks for the detailed write-up as always.
Also, I agree with you and I’ll go even further than you did: Hate on me all you want, but if I had a choice between playing against Twins or a 3-gen Skull Merchant, I’m picking the latter every time. And neither are good choices.
-
Haven't seen a Trickster in probably a month. Same with Freddy.
Hag and Artist are normally pretty rare too, though I just got a Hag a few days ago. I used to hate playing against Hag but not anymore since you can wipe her traps away now.
Probably doesn't help that between last night and this morning I played against FIVE Weskers in a row. Not that I'm complaining though because I love Wesker on both sides.
-
Blight’s addons, BNPs, and the strongest toolboxes should be next in line for nerfs. A few of Spirit’s addons should be nerfed too (and a couple need buffs such as Mother’s Glasses). Not putting Skull Merchant here as she really just needs a total rework, not a nerf.
As for buffs, maps (the item) could use some attention, along with PH’s addons and Billy’s worst addons, just to name a few. Another specific one that bothers me is why does Demo’s green Undetectable addon only give 0.5 seconds when the purple one is 3 seconds?
-
She really needs a rework. A killer's most viable strategy shouldn't be 3-genning.
-
It does not reveal auras. It actually used to, but it was a bug and it was removed.
-
Good thing I’m already Iridescent 1 on killer, guess I can stick to survivor this week.
-
I still use it quite a bit but nowhere near as much as I used to. I used to run it nearly every game, now it’s probably in 15% of my loadouts.
-
@AssortedSorting said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446254#Comment_3446254
Huh. For some reason I thought it was “No repeat for at minimum 4 matches”. Given they have enough maps to spread over 20 or so combined and have extra.
It reduces the odds for a few matches but you can still get it. It’s only guaranteed not to get that map for 1 game after you just played on it (unless an offering is used). Afterwards it’s less likely for a few more games but it’s still possible.
But as already stated above, because certain maps are boosted for the event, there’s no map repeat prevention at all right now (even for the maps that aren’t more likely to appear). They do this every time certain maps are boosted, including when a new map is released.
-
Yeah. It’s the only thing it’s actually good for too. 16m is a pretty small radius so I don’t think it’s going to be that useful as an actual chase perk because it’ll be too niche for that. It’s just going to be used by killers who want to camp and tunnel.
With it being buffed to 20%, an unhooked survivor is going to have a speedboost and still be unable to get away because they’ll be slower than a survivor with Wesker’s infection.
-
@KayTwoAyy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3445716#Comment_3445716
You're right, that is what the perk's description suggests.
I can't recall now what the wording was before the 7.0.0 changes, but I understood the activating condition to be the moment the toolbox is recharged. Definitely doesn't sound like that is the case.
It sounds, then, like picking up a toolbox that has been depleted via Franklin's would immediately activate Scavenger.
On the PTB the wording was this: “While you are holding an empty toolbox, Scavenger activates.” Then the part about the skill checks and how it recharges the toolbox.
I was thinking at first when I read the changes the other day that the repair speed debuff triggered upon fully recharging the toolbox but I’m not sure that’s the case now, I think it may be as soon as you are holding the empty toolbox. If it activates as soon as you have the empty toolbox that makes it a lot stronger imo since now you have way more control over it. If it’s not a good time to deal with the penalty/leave your gen for a bit, just stop using your toolbox a little early so it’s not empty. Guess we’ll see once the update goes live.
-
Wesker is probably one of the most balanced killers in the game right now. Strong, but fair.
-
It wouldn’t be fair to make killer perks work with cages and not survivor perks (and vice versa). If you wanted to make both work, then that’s a reasonable idea, but not one without the other. Cages as they are have enough benefits and don’t need a straight buff like this, but if you wanted to let both sides’ perks work in the interest of reducing his tunneling potential while also allowing killer perks to be used with cages in return, then that could work.
Really though what I want to see for PH is just give cages base BT and in return give him better addons and maybe even one range addon basekit to encourage more addon variety (since that’s what most PHs run right now), assuming they buff/rework some of his other addons to be more viable when that happens.
-
Calling the PH buff “QoL” is a bit of a stretch. That was much more than just QoL and he really did not need it.
I sort of agree about Machine Learning though, the problem wasn't its strength, 7% Haste is significant. The problem was that its inconsistent and too difficult to activate.