sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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Yeah this has been a thing for a while, it's a pretty annoying bug. In the meantime though until they fix it there is actually a slight workaround:
Whenever you see that tantrum icon in the bottom left (the one in your screenshot) instead of just the regular chainsaw icon, then his power is bugged. What you have to do then is fully charge your chainsaw, this will put you into tantrum immediately without bumping into anything, but afterwards then the power will be fixed. It's not ideal, but it's better than not having a chainsaw the rest of the match.
If you start to rev the chainsaw when this happens and don't finish it, then the power gauge fills up all the way like in your screenshot and then your chainsaw never recharges and your power is permanently broken. (This is what happened to you and what your screenshot shows.)
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That’s only a thing for Devour. NOED is supposed to stay hidden until a successful basic attack.
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Lightburn was extremely punishing for Wraith and wasn’t necessary. Removing it helped him a little, but what really helped him was the healing nerfs that had been holding him back for a while. He’s in a pretty good spot now.
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I think its current version is fine. While it is undeniably useful in SWF for the reason you mentioned, I don’t think it’s overpowered like the old one was. I wouldn’t buff it either though.
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I had this special moment in one of my games today. It was 4 Dwights but one of them gave up on hook early. Afterwards we had this moment in endgame and we all stayed around this hook looking at the Puppers charm until the timer ran out. All of them were wearing the charm too.
Rest in peace Puppers.
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I really hope they made some changes to it and just forgot to mention it in the dev update because trying to focus on that map was nearly impossible. It was pretty much unplayable for me on the PTB. I couldn’t track anyone (following scratchmarks was extremely difficult and there’s way too much clutter) and the colors were way too overpowering and made the map too difficult to focus on. Running loops properly was difficult on both sides because of all the clutter, sometimes I would totally miss a gap between a loop and a piece of clutter that I could go through because it all blended together way too much especially with the colors. I’m not colorblind btw.
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The medkit nerfs didn’t do it any favors, but it’s still situationally useful.
That said, I don’t really use it because it doesn’t suit my playstyle. That’s not to say I won’t take hits for teammates, I will, but I won’t throw the game for it. It’s also a more useful perk in SWF and I primarily play solo queue or with only one other person.
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“How is this fair exactly?”
It’s not.
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It’s still useful, you just have to be strategic with it now. Recharge your toolbox at a time when it will be optimal for you to go do something else for a bit, such as unhook someone, heal, or maybe even bless a totem. Then go back to your gen and you’ll have a fresh toolbox ready to go after you waited out your repair speed debuff by doing other productive things for the team.
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@Mandy said:
To clear up a couple of things. When you use For the People you then activate Made for This - you do not get the Endurance effect then because you didn't heal someone when injured but you do get the haste effect. So whilst there is synergy there, in that you can activate the perk this way, you do not get full use out of the perk.
It was bugged on the PTB then, because you did get Endurance from MFT when using FTP, but only if the survivor you healed was injured (and thus became healthy). If you used FTP to heal a survivor out of the dying state, then the Endurance did not trigger. I tried this multiple times and this pattern was consistent.
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Good.
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It lost most of its horror feeling a long time ago, especially for experienced players. End Transmission isn’t going to change that.
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@egg_ said:
Wonder if all 4 survivors DC, will the killer be forced into a game vs 4 bots?
That would be really hilarious tbh
Hopefully not. If that happens the game should just end or the killer should be allowed to leave without a penalty since they’re no longer affecting any real players by doing so.
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Blindness does need some changes but this is not a good idea. Allowing it to hide the survivor HUD goes against the entire point of the HUD as it was meant to help bring solo and SWF closer together in strength and this would just separate them again. The current version of Blindness already has that problem to a certain extent and adding this would just make it even worse.
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It would be fine as a perk, but it should not be a basekit feature. There’s nothing wrong with the 99ing gates strategy. It’s a symptom of EGC. If you want to address the 99ing doors meta, change EGC to not punish survivors for opening doors. It’s already a killer-sided mechanic as it is, it doesn’t need to be pushed even further in that direction.
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Their perks (as well as Demo's) are all general perks now, so they're available to all characters regardless of whether you prestige the Stranger Things characters or not (and regardless of whether you even own the ST characters). Even if you do prestige the ST characters, their perks will not be universally unlocked on all other characters; they still have to be obtained individually in every character's bloodweb just like any other general perk.
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It doesn't need any kind of buff. It's still strong if used well, just not at the level it was before. And that's fine.
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Fwiw, this has never been an actual feature. It's always been in Dredge's power description but has never actually been there.
Imo that line in the description should just be removed and the feature should stay non-existent, it's not a nerf Dredge really needs at this point.
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The self-destruct function is fine imo. I’d rather see its regression speed bumped back up a little (just not back to what it was before) as it’s a little too weak now.
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Nah. Jumpscare Myers is funny. I don’t see it often but I love the occasional match that’s actually a little scary for once.
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I can’t say I knew him very well, but I know much of the DBD community, including several people here on the forums, did know him and loved watching him. I have nothing but respect for him for what he’s been going through and continuing to interact with the community while dealing with ALS.
Thank you Puppers for everything you’ve done for this community and for anyone else who loved being around you. You will not be forgotten.
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@mca240 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3438615#Comment_3438615
You think it is ok to have an anti-loop power which is weak? Putting down the remnant and slowing down = just run away from the loop and gain a lot of distance. I am sorry, but the Dredge is underpowered right now
Dredge isn't weak as long as the map isn't terrible. Some maps need to have more lockers so RNG doesn't play as much of a factor, but given a decent map, Dredge is a strong Killer in the right hands. Slowing down while holding a remnant gives survivors needed counterplay and removing that would make the remnant too strong. If you want proof of that, look back at when Bloodlust was bugged and could be retained while holding the remnant. It made it ridiculously strong. The slowdown is there for a reason.
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@GrimReaperJr1232 said:
Part of me wants to say yes, but the other part of me thinks, "what's the point of Desperate Measures then?"
There’d be almost none.
In order to remove the penalty (which I agree feels bad to play with), the healing speed would probably have to be brought back down to what it was before.
Then there would still be situations where DM can shine.
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As long as the heal speed bonus is 50%, nope. Botany is already very strong as it is and would be too strong without the penalty.
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It shouldn’t be removed. Your opponents and teammates are entering matchmaking to play with real players. Bots are an alternative in the event someone DCs, which is better than nothing at all but is still far from ideal. If someone wants to play with bots, they’d create a custom lobby to do that, not join public lobbies with other players. Bot replacements or not, DCs still have an impact on the game.
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It’s too cluttered and too difficult to see anything on. It was basically impossible for me to track anyone at all.
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Remnant slowdown does not need to be reduced. It’s fine.
Only change I want is half of Haddie’s Calendar basekit (and nerf the addon).
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No. Full hex builds only work sometimes because they are niche and uncommon. Survivors have several perks (and maps exist too) that help locate and eliminate totems, as well as use totems to their advantage (eg. Overzealous), and if hex builds became common, those perks would become common too and severely limit how effective hexes can be. So hex builds can never really be meta for that reason. And that’s before going into the fact that a lot of hex perks aren’t that good to begin with.
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I just want them to fix his reveal mechanic.
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The system isn't enabled right now, they turn it off whenever certain maps are boosted (which is currently the case).
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I don't think it is OP, I think it just highlights that the strongest toolboxes themselves (which can be used with this perk) are OP. If you run this with a Commodious and double charge addons, the time saved on gens is going to be very significant. But if you run it with a weaker toolbox and/or one with no addons, it's hardly worth worrying about at all.
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You can do it up to 0.4 seconds too early now and still get the save. It's only for doing it too early though - if you're too late, you're too late.
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Pinhead definitely doesn't need Original Pain basekit, if anything that addon is already unhealthy as it is since it negates anti-tunneling measures.
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Definitely not, Nemesis would be far too weak if vaccines were infinite use.
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Considering they also buffed Deja Vu to combat 3 genning, my guess is they probably buffed Pop also to discourage it. It's a strong regression option that requires you to actually go for chases and hook survivors.
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Most Nurses don’t camp from my experience.
But even if a Nurse does camp, she’s not actually good at it. She’s just good at tunneling.
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I don’t think this is a bug. It says you gain 5% repair speed bonus on revealed generators. After those 60 seconds pass, they are not being revealed anymore until the next gen gets done.
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Buff Myers, rework Skull Merchant, nerf Blight (addons), and remove Twins.
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Congratulations! I don’t have the patience to invest enough BP into anyone for P100 so respect to anyone who does.
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This isn’t grounds to disable the map but that 3-gen is ridiculous and shouldn’t be possible.
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BNPs are deleted once used. You can use BTL to replenish the toolbox charges that the BNP consumes (BNP installation consumes 13.5 charges from your toolbox), but the BNP can never be used again. It'd be like using BTL on a toolbox that never had a BNP to begin with.
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"During the animation one of their teammates drops the pallet"
You cannot stun the killer during the pick-up animation, you have to wait until they have regained control of their character and then do it. It's intended.
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Wraith Lightburn was far too punishing.
Also, the whole point was to separate counterplay from items and this is why Hag traps have a basekit counter now. If any killer is too strong without a Lightburn mechanic or similar, they should be balanced around not having it.
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@xPrinceHarlequinx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3427142#Comment_3427142
It’s not. It’s punishing people who want to make the game boring for other people. Hooks are literally everywhere, midwich excluded, but even then it’s rare I can’t get a survivor to a hook.
You don't always have a choice and sometimes it's the only way to win. Sure, some killers slug just to make survivors miserable and that sucks, I'm not denying that, but that's not the majority of cases. In any case, this proposal has far too much abuse potential and would do far more than only punish killers who solely intend to make the game boring.
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If anything that would just bring DH right back into the meta again because now it wouldn't be any worse than the other exhaustion perks anymore.
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This is directly punishing the killer for building pressure and also has too much abuse potential in situations where hooking isn’t feasible. So no.
The only problems with slugging are Knock Out (which should be reworked) and slugging for 4k with 2 survivors left which needlessly drags out the game. That’s it. It does not need a widespread nerf.
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Bear Trap, no. Vile Purge, yes.
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It should be removed so he can be given the proper buffs that he needs.
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It’s boring and should be reworked.
It rewards boring and unpleasant gameplay and unfairly punishes controller players who can’t deal with the increased struggle effect.
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They should be changed to trigger the basekit BT but should continue not to activate perks.
