sizzlingmario4
sizzlingmario4
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I think rather than blocking, they should be invisible to survivors for the first 30 seconds.
60 is a little too long and blocking doesn’t actually prevent a survivor from loading in and immediately finding a hex totem in plain sight, it just delays it being cleansed a little bit. Making them unable to be seen at the start prevents spawn RNG from playing nearly as much of a factor.
Their small crackling noise should also be removed.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406813#Comment_3406813
It's possible that, instead of a direct nerf to medkits' self-heal rates, all non-altruistic healing speeds were reduced, which would erroneously cripple Self-care as well.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406846#Comment_3406846
If my theory is correct, then Self-care + Botany should take 45.7 seconds.
I just did 2 survivor games with Botany + Self-Care and it seemed to be working fine. For one of them I also brought a medkit (but still used SC) to make sure that didn't make any difference and in both games it was around 30.5 seconds like it's supposed to be.
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@Ebonbane2000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406797#Comment_3406797
In this thread Peanits mention positive modifiers were additive. Shouldn't this be the case for BK?
It’s additive only if you assume the base speed is 1. So technically, yes, it would look like this:
(1 + 0.5) * (1 - 0.65) = 0.525
What Self-Care is really doing is it’s applying a -65% healing speed debuff. The other post wrote it out a bit differently, but their answer was correct.
@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406813#Comment_3406813
It's possible that, instead of a direct nerf to medkits' self-heal rates, all non-altruistic healing speeds were reduced, which would erroneously cripple Self-care as well.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406846#Comment_3406846
If my theory is correct, then Self-care + Botany should take 45.7 seconds.
Yeah, that could be possible. I’ll try it in a bit.
If your theory is correct then it would be almost 69 seconds by itself which is beyond atrocious.
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@Bloodwebs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3406797#Comment_3406797
I understand, however, it is ALOT slower. Why is it slower this update than what it is before?
It should be the same as it was last update.
If it’s not, record a video of it and make a bug report. With Botany, it should take around 30.5 seconds if it’s working correctly.
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BNPs are long overdue for changes.
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At the very least, BNPs need a nerf.
Weaker toolboxes are mostly fine. I think the main problems are BNPs, commodious toolboxes, and double charge addons.
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It gets praise because it is a necessary part of the game. It's not always feasible to just commit to every chase you see if committing to that chase is going to be too difficult and/or take too long. You may be able to injure someone quickly (especially as a stealth killer) but it may not be worth your time to follow up on that right away. Sometimes it's better to leave and go pressure other survivors, especially if the survivor you injured then runs to a safe part of the map where you probably won't be able to down them quickly. If you commit to that chase, other survivors are free to do generators and you'll quickly be in a losing position.
Part of why CoH and strong medkits were such a big problem was that they were too effective against this strategy and were too quick at undoing the killer's pressure if they attempted to split pressure between multiple survivors. With the original release-version of CoH, effective hit and run was nearly impossible even with Sloppy.
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It's time to seriously look at Blight's addons.
Several other killers could use addon passes too, some of which include Pyramid Head, Freddy, and Myers.
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It should get a new effect but its current effect shouldn't stay. Its current effect isn't used for anything other than camping and it's not healthy gameplay.
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Yeah, making Gauze Roll a green while also nerfing it from 12 to 10 puzzled me as well. One would've been fine, but both makes it feel out of place as a green addon.
Abdominal Dressing I agree should be 20 or 25% heal speed. But they probably bumped up the rarity because they removed the downside, it used to delete 8 charges from your medkit, now it doesn't. On the PTB there was no situation where this was better for you than it was to just run two healing speed addons, and I think they realized that and changed it.
I'm kinda okay with Gel Dressings being an iri addon, though I wouldn't complain if they made it purple and moved Styptic Agent up to iridescent in its place.
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Doctor’s Static Blast is the one exception to the “Oblivious survivors aren’t in the terror radius” rule. It uses the terror radius for its range, but you don’t actually have to be in the terror radius to receive the shock. It’s intentional.
As for the second clip, it isn’t supposed to affect Chris when you injured Ace. The effect is applied only to injured survivors (including the one you just injured). It doesn’t affect healthy survivors. So in that specific clip, it would’ve only affected Ace.
Also, it’s only when they actually go into the injured state. If you instadown with Billy, Hysteria does nothing.
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Agreed. Several of his addons need nerfs or reworks. His basekit is fine though.
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@borisbratva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405092#Comment_3405092
I don't agree. The game is not competitive, nerfing it to the grave like this simply makes the game more boring. Same with the CoH nerf. In retrospect, it was too OP for a single perk, but it didn't affect the outcome of the matches that much since it takes time to traverse to the boon, heal (mostly through mangled as most killers brought sloppy), then traverse back to a gen, at this point killers got alot done.
Have to look at the bigger picture, not at players blaming perks cause they get flustered and can't keep calm, which leads to nerfs after nerfs.
I am speaking from a soloQ POV, just wanted to add that to my CoH opinion.
DH hasn’t been nerfed to the grave.
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He wouldn’t be what he is today. Killer powers have gotten more complex over time and his power would be too simple for a modern-day killer.
That said, if he was actually added today exactly as he is, I’d be pretty disappointed.
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@borisbratva said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3405066#Comment_3405066
Not really, since they can follow up an attack and down you. But let's say in the rare case they you dead hard, manage to break chase and lose the killer, then recover your exhaust. It would be awesome to be able to use it next time in chase, this is rewarding for the survivor. You get the scenario?
I understand what you're saying, but no. DH has been obnoxious for years, let's not buff it.
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Making it only disable on successful use punishes the killer for correctly outplaying it.
Also, it wasn't like that on the PTB either, it was just poor wording in the dev update.
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@AnchorTea said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404741#Comment_3404741
I unserstand it's for the sake of balances but medkits are now too complicated
Tbf, they're not any more complicated than a lot of other things in this game.
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The math works the same for both.
Self-Care + Botany is (1 [default] + 0.5 [Botany]) * 0.35 [Self-Care] = 0.525c/s, or 52.5%.
Old CoH + Botany was 100% healing speed but it wasn't just 50% + 50%. It was (1 [default] + 0.5 [CoH] + 0.5 [Botany]) * 0.5 [CoH self-heal debuff] = 1c/s, or 100%. The old Circle of Healing increased your heal speed by 50% but also applied a 50% penalty to all self-healing actions without a medkit.
Generally speaking, positive modifiers are additive, negative modifiers are multiplicative.
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Victor’s shriek should definitely count as a lullaby and be shown.
Sadako's lullaby should probably be adjusted directly. This is the one case where I’d actually argue that the visual is an advantage and not just QoL because her lullaby is very subtle from far away and can easily be masked by other sounds. If she was meant to be stealthy before with a difficult-to-notice lullaby, it's anything but that now.
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The charge addons not being enough for an extra self-heal was kinda the whole point. You now need two charge addons (and one of them has to be Gel Dressings) in order to get two self-heals. It limits how many times you can heal yourself. Multi-heal medkits were an issue when used for self-healing.
For altruistic healing, even just Bandages alone will get you enough for 2 heals and you can even push it to 3. And the weaker medkits are actually better at that than they were before.
I will admit the new addons that increase the size of the great skill check zone are pretty bad though.
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@TonyXSplash said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3404550#Comment_3404550
You don’t play Spirit.
Oh, I do play her, and I’m doing just fine with her. But nice way to jump to conclusions.
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Her power recovery time is fine.
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I hope so. I almost ran out of time on the last one.
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Circle of Healing has been nerfed, you can’t use it to heal yourself anymore.
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@thatkatemain2468 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3403697#Comment_3403697
so why didnt they just remove the medkit efficiency and maintain the 33%, or even drop it to 25%? Bro listen, if you go to the doctor with an ingrown toenail the doctor should offer a little more realistic solution than "We're going to amputate your leg!".
A bit of an extreme analogy, but I agree. I’d rather it be 33% heal speed and not debuff medkits.
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Overall very positive. Several problematic perks were changed on both sides and medkits finally got a much-needed nerf. And gen-kick meta is dead, which is good.
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Release Schedule Update releases: 11am ET Note: Update times may vary from platform to platform. Developer Updates For more information on any of these changes, see our March and April Developer Updates. Content Map Rework: Autohaven Wreckers - Blood Lodge and Gas Heaven Maze Tile (MD13) with unsafe Pallets and windows was…
Here
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Survivors are already at their strongest in the early game. The killer gets stronger as the game goes on, not the other way around.
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The thing with Botany is that while I wish the efficiency debuff wasn’t there, making it 50% healing speed necessitated that the downside exist. It’s too powerful (especially for self-healing) for it not to have a downside.
I’m all for removing the penalty (because it does feel pretty bad to play with especially if you pull a medkit out of a chest), but then the heal speed needs to be reduced. Which I’d personally be fine with.
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Died to a Pinhead with NOED first game after running him half the match and then in my second game my game crashed 10 seconds after loading in.
Yeah, not having great matches so far, lol.
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It was bugged on the PTB, the entire mechanic was meant to be gone from the start.
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Yeah, this should've been removed ages ago.
Honestly the "killer belongings" thing should be removed completely, not just bear traps. Change it to totems only.
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Ok this will be a little complicated but bear with me.
Basically you divide the normal number of charges (in this case, 16) by your efficiency to get the number of charges you need.
We'll go over self-healing first.
Streetwise increases efficiency by 25%, or from 1 to 1.25 by default. Meaning, for every 1.25 charges of healing, 1 charge is depleted from the medkit. Except, any medkit reduces your self-heal efficiency by 33% of this number, so that brings it down to .8333333. (To make it exactly 24 charges by default without perks it'd technically be -33.3333% instead of -33% so we have to use that.) Divide 16 / .8333333 = 19.2 charges needed.
Botany decreases efficiency by 20%, or from 1 to 0.8 by default. Then reduce that by 33% again (of 0.8), so we get .5333333. Then, 16 / .533333 = 30 charges needed.
Using both perks will cause them to offset. Streetwise first increases efficiency from 1 to 1.25. Botany reduces it by 20% of 1.25, bringing it back to 1 (not 1.05). The medkit reduces it by 33%, bringing it down to .666666. Then, 16 / .666666 = the normal 24 charges needed for medkit self-healing.
With altruistic medkit heals, it’ll just be the same as it was before since the penalty from the medkit itself doesn't come into play. So the efficiencies are 1.25 with Streetwise, 0.8 with Botany, and 1 with both. This gives you 12.8 charges needed with Streetwise and 20 with Botany (and default efficiency if you use both).
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IW is fine the way it is.
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Yeah. I never run Deadlock and Pain Res together specifically to avoid this.
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Object of Obsession, Shadow Step, OTR, Sole Survivor.
It basically lets you have Object but lets you disable it through your other perks when beneficial. After you get unhooked your aura won't be shown for 80 seconds, you can hide your auras in specific places with your boon, and if you're the last survivor you aren't just screwed since your aura is blocked within 72m (and you open the gates faster). Worth noting though, you won't see the killer's aura while your aura is blocked because you seeing their aura is directly tied to yours being revealed first.
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I got a little tired of him when he was newer and I saw him literally every other game for weeks, but now that he's just a little less popular (but still popular) I don't mind him anymore. He's a pretty fun killer to face for me even if I do see him a lot. He's also fun to play, so I can't really blame people for wanting to play him.
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It’s not Wraith.
Probably Trapper, Sadako, or Freddy.
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@Anti051 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400664#Comment_3400664
It isn't strong at all, it even has a hand-holding slowdown effect when there's a hook or a down.
I didn’t really mean that it is that strong right now, but it would become stronger if 99ing gates was no longer possible. Which does not need to happen. It’s not meant to give the killer kills as much as it is meant to just ensure the game ends in a timely manner.
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You can't bless a rekindled totem. It's not a bug.
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Nothing.
If someone is biased they’ll show it soon enough. I’m not going to assume they are just by knowing which side they play more often.
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@mustdogen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400664#Comment_3400664
What make you think that EGC is stong now?
Can you teach me?
It isn't necessarily that strong for the killer right now, but it can provide an advantage to the killer by putting survivors on a time limit and it can also occasionally force survivors away from safe loops. If a survivor is at a loop where they can't run away without getting hit (especially relevant if they're injured), but the killer otherwise can't catch them at the loop without breaking a dropped pallet, normally the killer is forced to break the pallet. But once EGC starts, the killer can just wait and keep them there and the survivor has to act, even if they go down for it.
Removing the option to 99 gates would make it stronger because it'd force survivors to open gates instead of leaving them 99'd which would start the timer sooner.
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As long as the EGC works the way it does, yes, 99 gates should remain untouched.
The EGC does not need to be even stronger for the killer than it already is.
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@Chordyceps said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3400611#Comment_3400611
It can provide more regression now, but getting that regression has definitely been made a lot more difficult. Scourge Hook perks already rely on downing people in the right area (randomly determined), and now it requires downing the right people in the right area. Maybe the first one or two uses might not be hard to get, but if those last two people are chase gods, or going full immersion stealth, you may not ever get those last two uses. In theory it provides more regression overall, but I think in practice it will provide less because of this.
While this is true, I don't think that makes it unusably bad. Even if you only get 3, that's still decent.
The one thing I am a little concerned about is the possibility of getting your token wasted if you get a scourge hook right after a generator gets finished and there is no other gen to regress (or the next-closest one has very little progress).
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Nah. His anti-loop is already strong enough and the cages are very powerful for what they are. They bypass anti-tunneling perks and save you time because you don’t have to pick up and hook. They’re about to get even better too because they’re going to hard counter the new DH - getting uncaged won’t count as getting unhooked and won’t activate it.
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I agree with the first change. I’ve thought for a while that it should do that but then it should reset to 60% instead of 50%. Makes tunneling harder, but gives a little more urgency to deal with it once you do progress the game.
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Pain Res was not nerfed into the ground. If you get all 4 survivors on scourge hooks, that's worth more than the regression from 6 scourge hooks with the current version. In some cases the new version may actually end up being better for you.
CoB and OC definitely got hard nerfed but they both deserved it.
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I think that’d be way too difficult to balance and would be overly complicated.
If a certain killer + a certain perk is problematic, either that perk is too strong, or the killer’s power is.
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My bottom 3 are Twins, Hag, and Trickster, in that order.
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Honestly I’m kinda curious to see whether she becomes even rarer after this update. Will the condemn build be viable anymore without CoB + OC? Genuine question btw, I don’t really play her, but I don’t remember going against any Sadako who was able to win using that strategy without using either that and/or CoB + the old Eruption.