sizzlingmario4
sizzlingmario4
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Well...it used to be this:
But Pharmacy is a lot weaker now after the medkit nerfs so the build isn't nearly as good as it was before. This was a build I made after the Pharmacy rework in 6.1.0 where the idea was that after using Deli or FTP, I could quickly grab a medkit out of a chest (or get one beforehand) and always be ready to quickly heal up as soon as Broken ended. It still works, but it's a lot slower now and not nearly as valuable.
Then Hope is kinda just there to provide a boost in endgame. I wanted an endgame perk but Adrenaline isn't good with two perks that inflict Broken, so I chose Hope instead.
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Not including the normal regression, the maximum additional regression rate you can achieve by combining both of these perks together is only 27.5% of what you were able to get previously (used to be an extra 200% for 300% total, is now only an extra 55% for 155% total). The combo was nerfed by nearly three-fourths of what it previously was. They really aren't problematic perks anymore and Overcharge actually nerfs the killer if the regression is stopped within 20 seconds (because the reduced regression speed outweighs the bonus regression speed you get later) as long as you don't fail the skill check. This threshold was only 12 seconds with the old version.
They definitely deserved the nerfs they got, but they're fine now.
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I can understand your argument behind Lithe, but Overcome does have a huge downside - if you're already injured, it doesn't do anything, meaning it doesn't help you at all if you're being tunneled.
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After further testing, Exponential has the same problem
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It was necessary. Self-healing had been out of control for a long time and being able to self-heal at normal speed was too efficient and too easy. Medkits are more balanced now.
@Saiph said:
The best part is that the 2 things that made medkits actually busted aka. Syringe and Styptic, were NOT nerfed and are now comparatively even stronger than the rest. It is truly astonishing how half the patches manage to "fix" the things that aren't broken and leave the actual problematic stuff unaddressed. Average survivors are going to get very hurt by this nerf while those who know what they're doing will equip these addons 24/7.
They were nerfed, Styptics were reduced from 8 seconds to 5 seconds and Syringes are slower because the self-heal debuff from the medkit itself affects it.
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If you're purposely trying to take hook stages to use DH or BR you're not using them correctly.
They are there to help you once their activation requirements have been met. You don't have to force it.
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@Phasmamain said:
The perk doesn’t need the increased regression it gives. The normal haemorrhage is enough
Otherwise it’s fine if a bit annoying to fight
If you really wanted to nerf Sloppy, removing the increased regression modifier wouldn’t really do anything. It’s not an extra 25% total per second, it’s 25% of 7% for an extra 1.75% per second or 8.75% per second total which is barely any difference.
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Personally I think the game is in a much better spot than it was a few months ago, if you ignore Knight and Skull Merchant.
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If you have already both failed to finish the generators as well as failed to escape through the hatch before the killer closes it, then you have already lost. It is meant to be very difficult to escape at that point.
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@Sonzaishinai said:
Okay i'm going to take a stab at this.
First things first Botany has to be a part of this build so we need to make sure we have enough juice in our medkit
Botany adds a 20 penalty of item effeciency on top of the 33% from self healing. So in total you have (1-0.2)*(1-0.33)=0.53 or 53 efficiency. That means you need 16/0.53= 30 charges to finish a full heal.
So you can use a addon to have your medkit have more then 30 charges or you can use streetwise to offset Botany. Addons give healspeed though and as further seen there are a surprisingly few perks that give speed to self heals to Streetwise is the best option. That leaves our addons the 10% and 15% healspeed bonus
for perks Botany and Desperate measures increase our own healspeed the highest so those are obvious. No one left behind also gives a hefty 50% bonus. Sure only active during end game but we are looking if it's possible. No matter how unlikely
So for heal speed bonus botany 50%, desperate 56% with everybody injured, addons 25%, Nolb for 50% for a total of 181%
But wait! If we go all out we might as well have a teammate with Leader next to us. Why they wouldn't just heal us instead? who knows but we want to see how fast a selfheal is possible so we can add this. That's a additional 25% healing speed for a total of 206%. But wait wait! If we are going to have a teammate just standing there anyway might as well give them the streetwise. Then we can change it for Resilience for another small boost of 9% for a total of 215% healing speed
Now for the slowdown sloppy gives us mangled so that's a 20% penalty and the normal 33% from selfhealing. That means 1-(1-0.2)*(1-0.33)=0.47 or 47% slowdown leaving our total heal speed at (1+2.15)*(1-0.47)= 1.67 charges per second or 67% bonus
Meaning we heal in 16/1.67= 9.6 seconds! We've done it, it is possible to heal yourself through sloppy in less then 10 seconds! All it took was every single healing bonus imaginable after all gens are done with everybody injured including a teammate watching you heal instead of just doing it themself and it only works once. Also assuming all this math is correct
NOLB actually doesn’t apply to self-healing. Its description isn’t super clear on that iirc, but yeah.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414708#Comment_3414708
Kinda weird how they fixed that for the Basekit Endurance/Haste but forgot about Guardian.
Yeah I agree, I wish they would change it so you get the full duration. NOLB starts early like that too.
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It stacks with the base effect, so they run at 117% speed for a few seconds. You can get even more if you have NOLB too.
You don’t really get the full 8 seconds though because it starts during the unhook animation before you have control of your character (so it’s more like 7 seconds), unlike the basekit effect which doesn’t start until the unhook animation has fully completed. So you’d get 117% speed for around 7 seconds, then be at 110% for 3 more seconds (since the basekit effect is 10 seconds total).
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It would be fine if it didn’t enable camping as much as it does. If they can properly address camping then it might not need a nerf, but if they don’t then it does.
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I spawned into RPD as Myers and there were 2 survivors that spawned in the front exit gate area by the lobby (and this was old RPD so the only way out was to run into the lobby towards me). I started walking towards them (they were teabagging/pointing at each other in the exit area and didn’t notice me coming) and right before I got there my Haunted Grounds got cleansed.
I proceeded to ambush them in the exit area and got 2 instadowns at 5 gens as a tier 1 Myers without having stalked anyone all because of totem RNG.
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I’m not sick of him. I do see him a lot (pretty sure I had 4 of them today), but I don’t mind because he’s fun to play against.
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Hemorrhage is needed on Gift of Pain, otherwise you could hard counter it by 99ing your heal with a medkit until the killer comes to you. You used to be able to do this before Hemorrhage regression was added, which was part of why it was such a bad perk originally (along with the repair penalty being lower back then).
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414130#Comment_3414130
The harvester bug hasn't been fixed yet. It allows a survivor to position on one of the hay bales and become completely unhittable. The killer then has no other choice but to vault the window and follow them around until it gets blocked. Basically the harvesters are just as strong as they used to be before the map rework.
Oh, I’ve seen that but I thought they already fixed it. Well yea that needs to be addressed then.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3414024#Comment_3414024
Technically it is though. The Coldwind maps are ALL bugged right now. If that isn't what the killswitch is for; temporarily removing something that doesn't work properly until they get to fixing it, I don't know what is.
They're bugged?
If they're bugged, then fair enough. I wasn't aware there was an issue.
Either way, OP just referenced how survivor-favored those maps are and left it at that, which is a balance issue that should be addressed, not a bug that needs to be killswitched.
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That's not what the killswitch is for.
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@Peanits said:
I can definitely say that they are not ignored, it's just that everything takes time. There's only so much room in each update for us to make changes to older perks. We squeeze in as many as we can each time (last update had buffs for Gearhead and Overzealous among the other meta perk changes), but there's only so much we're able to do in a single update. For weaker perks specifically, although it's no doubt nice to revisit them and give them some love, they tend to be a lower priority than perks that are too strong for a couple different reasons.
We're hoping to make perk balancing a more regular part of Mid-Chapter updates going forward, looking at both meta and non-meta options.
I just want to say, I'm happy to see that there has been more attention given to adjusting the stronger perks over the last year (starting with 6.1.0). While there are plenty of weak perks on both sides that could use changes, perks that are too weak don't feel like they're as much of a pressing issue from a player standpoint because most weak perks don't see a lot of use and aren't having much of an impact on the game, unlike some of the meta options that are too strong - you play against the strong perks all the time on both sides.
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Unless you have Inner Healing, it's not.
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If you were going to remove all of these interactions and have 100% consistency you would have to remove the following:
-Franklin's + Hoarder working with vaccines (Nemesis), Lament Configuration (Pinhead), and first aid sprays (Wesker)
-Iron Maiden affecting reloading (Huntress, Trickster) (and then you'd probably have to buff Iron Maiden because no one would use it anymore, maybe decrease the base reload time too to compensate if that's an issue)
-Bamboozle blocking vaults when Legion or Wesker uses their power to vault (the vault speed was already removed, but it still blocks the window)
-Adrenaline's wake-up effect (Freddy)
-Rainbow Map and Red Twine tracking killer-specific objects, most notably traps (you could change it to only track totems instead)
Personally, I think the item interactions are a bit different from the others because all of those limited items that have to do with killer powers technically are still items that take up a survivor's item slot. Flashbangs are also classed in the same way as those items. So I think those interactions are fine. The other stuff should probably be removed.
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Blood Warden. I would actually argue that the threat of Blood Warden is a lot stronger and has more of an impact than the perk itself. It does nothing prior to endgame and is hard-countered by 99ing exit gates. I can count the number of times I’ve died to it on one hand.
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@TorQueMoD said:
So you can't self-heal at a boon anymore?
Correct. It’s like We’ll Make It now where it increases the speed you heal others, but not yourself, and the self-heal ability was removed. It also can’t be used with medkits. In return, the healing speed bonus was increased to 100% and while you’re in the totem’s range your aura is shown to all of your teammates if you’re injured.
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It's still good in general. Just don't run it with SB
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For me it depends on the killer and the other perks I’m using. I like GoP on instadown killers like Bubba (because then they have the debuff until they’re downed instead of being able to get injured and lose it) or if I’m already running Agi and/or other scourge hooks.
Otherwise for m1 killers I’ll usually just use Sloppy.
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Ruin’s regression speed should be increased slightly, but not back to 200%. The death condition should stay, it’s healthy.
As for the others, Crowd Control needs a buff. Maybe Third Seal too, though I think that’s more of an issue with Blindness in general than it is with the perk itself.
NOED is mostly fine now but I think being able to hook near the totem and just defend both the hook and the totem making a save impossible is dumb, wouldn’t mind seeing something done about that. None of the other hex perks need any nerfs.
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Indefinite bodyblocking with the intent of holding someone hostage is already bannable.
The other things you listed aren’t exploits.
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Wiggling out on your own without help from your teammates and/or your perks is meant to be unreliable and difficult. It's a huge loss for the killer when it happens. It exists to give you a chance if you have help from your teammates or perks (and so that the killer can't just carry you across the entire map whenever they want), but it isn't supposed to happen every game.
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No, that would go against what the EGC is designed to do.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411922#Comment_3411922
"it’s good that way because being able to vault-grab healthy survivors wouldn’t be good." That's circular logic.
Why is it ok for Vaults but not Hooks?
Given the multitude of reasons why it would be healthier for the game, including removing undue rewards for camping and the stupid game of ping chicken.
I guess I didn't clarify that as well as I could have, I see what you're saying. I'm not disagreeing - hook grabs on healthy survivors are dumb and reward camping far more than they have any right to.
Vault grabs only working on injured survivors makes sense because it would go against the point of vaulting if it wasn't like that. If the killer is close enough to grab you out of a vault and you could be grabbed while healthy, you might as well not vault at all. Other grabs involve survivors staying still in one place completing an objective, vaults don't.
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@CaulDrohn said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411882#Comment_3411882
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3411884#Comment_3411884
Its only that gen grabs to not even work properly half of the time, at least from the killer perspective (game shows the grab, only to be validated away by the server).
And I'm thinking, if we were really to remove hook grabs of healthy ppl, why not remove that for gens as well? Why not make it work only on injured? It would at least be consistant. And would remove such "game of chicken" in other contexts as well.
I mean by that logic if you wanted to make it consistent you’d have to remove healthy grabs from a bunch of other interactions too, such as chests, exit gates, totems, and even certain killer-related objects (alarm clocks, jigsaw boxes, etc.). I don’t think that’s really necessary. It rewards killers for successfully sneaking up on a survivor and punishes survivors who aren’t paying attention or go for risky plays. I got gen-grabbed yesterday for the first time in months with it being the last gen at 99% and I deserved it for being greedy.
Vault grabs are the only ones that have the injured requirement. They are the exception and it’s good that way because being able to vault-grab healthy survivors wouldn’t be good.
Hook grabs on the other hand, reward camping way too much in their current state.
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It’s only hook grabs that are an issue. All other types of grabs are completely fine
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Generally speaking, if a perk stops having an effect after the obsession dies, that effect can be reinstated if a new obsession is created by any means.
Whether this specific combo is unhealthy or not is a valid question, but to address your question as to whether this combo a mistake by the devs: no, it’s intended. It was originally bugged on Skull Merchant’s PTB where Rancor’s Exposed effect could apply retroactively to any basic attack that caused Game Afoot to change the obsession (allowing one-hit downs on non-obsessions that shouldn’t have happened). That was fixed, but the synergy was knowingly left there, so it isn’t a mistake.
One other thing worth mentioning: Rancor can only apply to the current obsession at any given time. This didn’t help you in your case since you were already dead, but had you still been alive when Meg became the obsession, your Exposed status (and ability to be mori’d) would’ve been removed.
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All the boon perks except CoH should get a buff and then at the same time, they should all become more limited.
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If anything, this would be a better argument to just completely remove blood from recently unhooked survivors temporarily as an anti-tunneling measure regardless of whether they're walking or not (and I'm not saying whether this is a good idea or not), not to remove it any time they are walking or crouching. Removing it any time they are walking or crouching would do far more than just address the issue you're trying to address and isn't really necessary, but I wouldn't necessarily be opposed to it in some form specifically after an unhook.
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This is intended. The reason you're seeing normal repair speed in this case is because the penalty is applied as a negative multiplier, rather than just subtracting 16%, while bonuses are just added to 1. This effectively means it's also partially eating into the bonus you get from Overzealous, causing the reduction in repair speed to be greater than 0.16. So your repair speed is calculated like this:
(1 [default] + 0.2 [Overzealous w/ hex totem cleansed]) * (1 - 0.16 [GoP]) = 1.008
This is close enough to 1 that the game rounds it solely for the purpose of the color of the progression bar (so it's the default gray color), but it's not actually being rounded, you are still repairing 0.8% faster than normal. You can also see this with tier 1 Thana, if only 1 survivor is injured then it's only a 1% penalty and the bar doesn't even turn red.
For the test you did with the healing speed, it'd look like this:
(1 [default] + 0.14 [DM w/ 1 injured] + 0.06 [Spine Chill]) * (1 - 0.16 [GoP]) = 1.008
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It was one of the two most busted perks survivors had and for a single perk that affected the entire survivor team, it had way too much going for it. It made survivors too self-sufficient on their own.
It's also still a pretty good perk, just not at the power level it was before. 100% healing speed bonus is nothing to scoff at.
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@thrawn3054 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3409686#Comment_3409686
It can't take 34. I've ran BK with a medkit that had bandages and I got the full heal.
It’s 30 with BK now. So yeah Bandages is enough to cover the difference.
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I did with old keys but not anymore.
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No. Being hit in Frenzy is often unavoidable and it’s designed to be unable to down you (most of the time) because of that. Allowing it to work with Exposed would go directly against Legion’s core design.
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Sadako’s lullaby only plays while she is demanifested, if she’s manifested and her terror radius is suppressed by some other means then she just doesn’t make any noise. Huntress has both her lullaby and terror radius overlapping, but with Sadako that’s not the case, they are mutually exclusive for her. In this case she had Tinkerer so she can just manifest from further away to remove her lullaby and still be Undetectable and then grab you, and that’s what it looked like happened in this clip.
It has nothing to do with the changes to Undetectable in the patch notes, Sadako has always worked like that. This is how it works with Freddy too for awake survivors (if he has a perk to hide his terror radius, awake survivors hear nothing), but it doesn’t work this way for Huntress and doesn’t for Trickster unless he gets too close to you (his lullaby is weird and bell-shaped, it gets louder and then starts getting quieter as he gets closer so if he’s Undetectable it sounds like he’s leaving when he’s actually approaching you).
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It used to be 2 hours but it was decreased to 1 hour.
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It loses a token and activates the first time a survivor is hooked on a scourge hook specifically. It doesn't necessarily have to be their first hook stage. If you put them on a normal hook the first time, you can still get Pain Res on their second hook, or you can even get it on the third one if you put them on normal hooks the first two times.
Having said that, if it is activating more than 4 times in total, then that would be a bug.
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I would’ve differentiated the different medkit rarities a bit more. A purple medkit is hardly any better than a brown one right now. Other than that, I think the changes are mostly fine. CoH self-heal needs to stay gone, forever.
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That was poor wording in the March dev update, they’ve since clarified it was always intended to deactivate after use regardless of whether it was successful or not. It’s not a bug.
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The visual terror radius can be enabled through the accessibility tab in the options menu.
The new shirts are Meet Your Maker shirts and they were unlockable through certain codes in the in-game store. I’m not sure if they still work or not, but check out this helpful thread:
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Yes, but the regression speed should be increased slightly. Deactivation on death should stay.
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A perk being free or not should never be a consideration as to whether it needs a nerf or not. If it’s overpowered, it’s overpowered. And CoH was.
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It takes 24 charges instead of 16 if you use it to heal yourself, that was part of the medkit nerf. It’s intended. (The part where it says “decreases the efficiency you heal yourself” is what this is referring to.)
If you heal a teammate then it will only use 16.
