sizzlingmario4
sizzlingmario4
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Nah. Base BT is counterable by hooking farther away (and if you can’t, you don’t just deserve a free kill).
DS is disabled because 60 seconds is long enough for it to not have counterplay in endgame.
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This doesn’t work because if the survivor who unhooked you is injured and is still close by, the killer could just hit you and it’d be a protection hit even if you weren’t really intending to bodyblock for them. That would not be fair for survivors.
What I do think should be a conspicuous action though is rescuing a survivor from the killer’s grasp (flashlight, pallet, or Head On, but only if they’re used for a save, not otherwise).
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I had it used against me yesterday and the heal triggered while I was lunging (and so I hit them a split second too late). Unlucky.
I haven’t seen it much though and I will admit I was part of the group that thought it would be overpowered during the PTB. It really isn’t and I’m glad I was wrong.
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@wimpy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3425098#Comment_3425098
That is correct. You are right Mangled is -20%.
So, if I rearrange the relevant part and rewrite it correctly, it would look like this?
https://us.v-cdn.net/6030815/uploads/MYNGB5L7J4TF/image.png
Example
Say you have Botany Knowledge (+50%) and a First Aid Kit (-33%) with Medical Scissors (+10%), but you're under the effects of the Killer's perk, Sloppy Butcher (-20%). If you were to heal yourself, the math would something like this:
1. The sum of the positive modifiers is: 0.5 + 0.1 = 0.6
2. The product of the negative modifiers is: (1 - 0.33) * (1 - 0.20) = 0.536
3. The final charges per second is therefore: (1 + 0.6) * 0.536 = 0.8576
4. The total time it would take to heal a Survivor is: 16 / 0.8576 = ≈18.7 seconds
Anyone else notice anything else, let's all help @Mandy out.
Yep that looks correct.
@Peanits said:
You are both correct! This post was written a while ago, but some things had changed since then. It looks like I made a mistake when updating it.
I've gone back and fixed those mistakes, thank you for pointing them out!
Awesome! Thank you for fixing it
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Can confirm I just got an update on Steam too.
edit: I also just opened the game to check the version and it still says 6.7.1 so I'm not sure if anything actually changed.
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Not sure, though it actually shouldn’t be 0.804 either. The example incorrectly uses -25% for Mangled when in reality it is -20%.
(The in-game description of Mangled says it increases the time to heal by 25%, but this is misleading because this is not the action speed debuff; this is the equivalent of reducing the action speed by 20%).
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He’s B tier imo.
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The higher price is the cost of that node + the cost of any nodes you need to purchase first in order to reach the node you want.
So for example if you need to purchase two common nodes (brown) to reach a rare node (green) you want, then the total price would be 2000 + 2000 + 3250 = 7250. It would display 3250 as the cost of the rare node and 7250 as the total price of the chain.
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Garden of Joy was certainly a letdown, but Dredge is one of my favorite killers personally. So I loved the 6th anniversary because of Dredge alone.
I don't care at all whether the 7th anniversary is original or not, I just want it to be good content. Licenses mean nothing to me.
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They removed the map from rotation because of an invisible wall on the staircase that was pushing killers off. As such, the offering has also been disabled.
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I believe if you’re controlling Victor when the game ends the offering doesn’t work as it should.
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No, I don’t think I have ever gotten 40k on either side
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3424270#Comment_3424270
Yeah thats exactly what it was, it was activating from other sources of Undetectable which made it pair pretty well with other perks
Also it seems like a bunch of perks now are bugged like that, Blood Warden has been bugged since I believe Skull Merchants release where it doesnt light up anymore when the exit gates are powered, but only when you actually hook some one. It also doesnt show people at the exit gates from time to time which is odd
Iirc Blood Warden was only showing the auras once the exit blocker activates, instead of being active as soon as a gate is opened. Don’t know if it’s still bugged or not.
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Seems unintended and probably had to do with the bug where the icon was lighting up when Undetectable from another source, which was just fixed.
Ironically in the process of doing that they bugged PWYF to do the same thing which doesn’t even make sense because it doesn’t give you stealth.
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It's a super niche perk and isn't even that good. It really does not need to show itself to survivors.
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There isn't meant to be anything to counter Killer Instinct because that's the entire point of it. It's exclusive to killer powers and should stay that way, likewise it should remain uncounterable. Certain killers' powers are built around its presence.
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Map design.
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I don’t feel that they’re really ignoring either side’s issues more than the other side’s. The game just has a lot of problems. A lot of those problems have been addressed over the last year, even if there’s still a long way to go.
I definitely agree with you that camping/tunneling, Blight’s addons, and Spirit’s addons need to be looked at.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3423429#Comment_3423429
Survivors: camping and tunneling are a problem.
Killers: gen speeds are too fast
Devs: adds base time to all gens
Killers: DS is unfair
Devs: nerf DS into obscurity
Killers: dead hard is op
Devs: nerf dead hard
Killers: dead hard is still op
Devs: nerf dead hard again
Killers: healing is too powerful
Devs: obliterate circle of healing and global self healing nerf
Survivors: so, uh, can we do something about the camping and tunneling thing?
Devs: here's a HUD so you can see your teammates opening chests.
Killers: since this works so well, gen speeds are a problem again.
This is the definition of moving the goal post.
That’s the result of the game having so much power creep. It went on for far too long and the devs are finally cracking down on it with nerfs because it’s the only way to fix it. This game has a lot of OP stuff on both sides, but a lot of it has been toned down over the past year.
Also, I wouldn’t really call the Dead Hard and self-healing nerfs moving the goalpost. We couldn’t know the previous version of DH would still be too strong until it was introduced in 6.1.0 as it didn’t work the same way prior to that, Circle of Healing had constant complaints since its release (and because its two previous nerfs didn’t actually address why it was an issue), and players had been asking for medkit nerfs for years. Nor would I call it moving the goalpost for survivors to ask for nerfs to Call of Brine because while it wasn’t an uncommon perk prior to 6.1.0, the subsequent meta made it a very good pick especially given its newfound synergy with Overcharge. It’s also incompatible with Ruin which I think probably turned some players away from it when Ruin was still meta.
It can also happen because of things being overbuffed. Eruption didn’t get a ton of complaints until it was buffed (even though I do think its original version with 16s Incapacitated was still bad design too) because almost no one used it prior to that.
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Honestly, Iri Tag is the one strong addon Blight has that I’m actually fine with.
But C33, Alch Ring, C21, and both speed addons should all go. It’s about time and has been for a while.
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@Nos37 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3422953#Comment_3422953
Tell me, what's the counter? I'll wait.
If you say chase the nearby survivor and hope they loop the pallet and selfishly drop it to save themselves instead of running away is the counter, then I will laugh.
Chase the nearby survivor away. Often times just injuring them will be enough to scare them away (and if they come back after that they may be forced to drop the pallet to avoid being downed themselves), but even if you end up committing to them and losing your slug, unless that person had UB you've now put pressure on 3 people because someone else has to come get the slug off the floor. If no one comes to get them, you can potentially go back for them later.
I will say this is part of why the base UB idea was terrible and should never be considered again.
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These are not the same at all. Locker saves had zero counter if survivors knew what they were doing. Pallet saves aren't like that.
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Were the exit gates powered?
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Nah. All of those perks were overused and even if none of the perks nerfed in 6.1.0 had been nerfed, none of them would've been more oppressive than CoB + Overcharge + Eruption was. The Ruin + Undying meta was nowhere near as oppressive as the gen-kick meta was and it was much healthier too. Besides, that update also nerfed a lot of survivor perks, it wasn't just regression that got hit.
Also, CoB + Overcharge (and Eruption before its nerf) was a problem even before Knight and Skull Merchant existed. Any killer could hold a 3 gen with that combo; those two killers just made it even worse, but the problem wasn't exclusive to them.
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The 12 token idea would be a straight buff from the old one. The first 5 hooks would all be worth more than 15% and overall it wouldn't give you less regression than the old one did until you get 11 scourge hooks (you'd break even on the 10th) at which point you've already won anyway.
Also, it does not need a buff at all, if anything, the regression being increased to 25% made it remain overpowered.
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Underrated - Renewal, Empathic Connection, Hex: Retribution, Hex: Face the Darkness (only on certain killers), Alert, Eruption, Gearhead, Aftercare, Deja Vu.
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I still think it's one of the best perks in the game. In some cases it's actually better than the old one was and it still hard-punishes survivors trading at scourge hooks if the survivor trading hasn't been hooked before. You just have to think a bit more about how you use it now as killer and it's still very strong.
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Mostly the same as they were before the update. There’s just less boons, less DH, and no more Overbrine and them being gone/less used feels great. Don’t miss any of it on either side.
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You have to bring a medkit or something else for the second heal.
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I don’t dislike Nemesis as much as I just dislike zombies. I wish they’d been included in the light interaction update aka making the ability to temporarily immobilize them basekit in some way rather than it being tied to flashlights (but not kill them, that should be reserved for pallets). Continue fixing their bugs with getting stuck and all that (which BHVR has been doing lately), and maybe even increase their speed a little in return.
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It was an attack that damaged survivors, he never should have been allowed to keep tokens like that.
If you want to get people away from playing Knight in a boring way then he needs actual changes to his kit, not synergy with one specific perk that not many people use anyway.
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I would much rather deal with SB than deal with a meta perk that completely invalidated lunging at injured survivors and provided a ton of value just by existing even if survivors weren't using it. Even if it was often easy to counter.
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On its own, I really like using it. It's actually a very fun perk and feels rewarding if you can hit multiple consecutive great skill checks. But its synergy with Stake Out is too strong and shouldn't be a thing as it goes against the entire point of the perk by removing the need to be precise and accurate at skill checks to get value.
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@egg_ said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3418623#Comment_3418623
Clown and dredge, wake up, OoO all killswitched without causing crashes and making the game unplayable
Twins never killswitched for the same bug that got nurse killswitched
Wake Up WAS crashing the game. It made the killer crash when the survivor touched an exit gate.
But yeah I wish they were more consistent with it. Twins and Merciless Storm both should’ve been disabled when they were bugged.
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Yeah, it does.
Usually anything can stack unless it specifically says that it doesn’t.
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@K139K05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417584#Comment_3417584
I would make the considerably closer scratch mark spawn default for all characters. And it should have a secondary effect like: increases footstep volume (of survivors) by 50/75/100%.
This would make it actually viable against flashlight quads that can run at you (because now you would actually hear them coming).
The closer scratch mark spawns are actually bad for the killer because it makes it harder to see scratch marks from further away. The scratch marks being closer together means they can end up not appearing on walls that they otherwise would appear on which can make them more difficult to track.
What I would do is remove that and instead make Predator animate the scratch marks so it shows you exactly which direction the survivor was running. Louder footstep audio is a good idea too.
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@NovaKane said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3416093#Comment_3416093
Medkits were not overpowered at 16 second heals. They were overpowered with triple heals and emergency medkit heals with add-ons that heal u in 8 seconds. DH was not just a hit "E key" either. The timing, also ping, were very important. Go copy another statement said on YouTube or by a streamer and then use their opinions again.
A 16 second self-heal was twice as efficient as being healed by a teammate, before even beginning to factor in however long it takes you to find and reach a teammate. Even a brown medkit did this and was one of the best items you could have barring even stronger medkits.
That sounds pretty overpowered to me and green medkits along with medkits that had enough charges for multiple heals just made that even stronger. Pretty much every aspect of medkits was overpowered with the only exception being the altruistic healing speed bonuses.
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@DaddyMyers_Mori said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417853#Comment_3417853
Like every radius mechanic in DBD.
That's code issue, not killer.
There were complaints on boons working exactly same way, but they still work like that.
Yeah. Either way, it doesn’t feel fair for boons or for drones imo
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417643#Comment_3417643
I wish it was like the pallet break equivalent of Superior Anatomy where it lets you break one pallet very fast, but only once per activation.
It would pair great with Skull Merchant's other perk, Game Afoot.
Yeah, that would make it more useful. If it did that I would use it.
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@Leidenschaft90 said:
I know that there is a red debuff icon. But how does that change anything I said? Have you played against that addon before and on a map like The Game where Skull Merchant is able to set Drones that cover two floors? Even with a good 4 men swf and with nerfed Call of Brine, Overcharge and Eruption it's hardly possible to win.
The problem there isn't the addon, it's that drones can go through multiple floors in the first place which is dumb.
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It's not that bad. It actually warns you ahead of time with a little red icon in the bottom right when it's active so you know when you need to be looking out for silent skill checks.
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@Crowman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3417579#Comment_3417579
Actually it also works against Dredge. I played against one last night with the visual heartbeat turned on and saw the heart during his nightfall.
Was this only while you were in chase or was it outside of chase too?
If it was in chase then that's normal because it always shows the heartbeat visual while being chased if you have that option enabled, but if it was outside of chase then that's not right.
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This would definitely be a nice addition.
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The healing nerfs weren't really about solo queue. It didn't just hurt solo players, it hurt all survivors, which was the entire point because self-healing was too strong and too widely accessible.
It's unfortunate that it happens to hurt solo players, but it wasn't really avoidable if self-healing was going to be addressed properly. I would still argue that solo is in a much better spot now with the HUD than it was several months ago.
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Honestly I wish Thwack was more relevant in chase in some way because that’s typically when breaking a pallet happens. The only really funny thing I’ve seen with it is when a survivor tries to blind a killer at a pallet and the break action triggering Thwack interrupts their blind and they get hit.
There’s just so many other options for info that are better.
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While a more clear tell like this would definitely be nice, there actually is a visual tell already - you'll see a flashing red outline around the timer bar which indicates that it's paused. This is only visible to survivors.
You can also see this for a brief moment right before someone is unhooked since the timer pauses while an unhook action is in progress (and resumes if canceled).
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It hasn't been changed. The only thing related to it was a while back they improved survivors' hitboxes while healing downed survivors (killers used to be able to swing right at them and not hit them), but the tech still works.
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Yeah the range should be centered around the gen. It was bugged for a while to be like that and it felt more fair that way.
Imo it’s the only killer aura reading perk that’s too strong.
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I think adding this would be enough to fix it:
”While using any Emergency Med-Kit obtained using this perk, your healing speed is increased by 50%. This effect only applies to you.”
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I agree. They should’ve just reworked it instead of nerfing it again.
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It doesn’t bother me and imo it’s a perfectly valid strategy. You just have to be smarter about how you play when you’re injured. I had already quit using DH again long before this update so I already wasn’t relying on it and was doing fine. Self-healing being nerfed was really the only thing that changed for me as a survivor.