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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • @VaporLion said:

    i made that argument thinking that the unhooker gets dead hard. i didnt know it was changed.

    So if i understand it correctly, Dead Hard is now activated after you got unhooked (for yourself) ?

    Yep.

    Which means that if you have not been hooked, you don’t have DH, and no one can use it more than twice in a game because you can’t get unhooked 3 times.

  • @[Deleted User] said:

    Are skill checks random, or is there a timing to them. Always wondered why I can sit on a gen and get one or two skill checks other times I'm getting them every few seconds.

    @Vhillain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398975#Comment_3398975

    It's definitely a good question, and also why I worded my suggestion as "frequency adjustment", because if there is a maximum interval for a guaranteed skillcheck built into the game already that we are unaware of as players, the timing is quite far apart. I can't recall if there are times where I have got zero skillchecks on generators, but there are times where I have been able to do 70% of a solo generator before seeing one pop up, and that is certainly far too long to wait.

    It's just random. Basically, the game checks every second to see whether you should get a skill check or not and there's a certain chance of a skill check appearing depending on the action in question. For repairing, it's 8% every second by default, but for other interactions it’s different.

    Things that increase the trigger odds of skill checks have their values added to this base value. Unlike a lot of other things in this game that are applied multiplicatively, this is just an additive modifier, so for example repairing with Unnerving Presence makes the skill check odds 18% every second (8% default + 10% from the perk).

    There is no maximum time interval between skill checks. It’s entirely possible to do an entire generator without seeing one, but this is very unlikely.

  • No. Missing an attack already comes with an inherent drawback whether you have Bloodlust or not.

  • I love Pharmacy but it's about to get a huge indirect nerf :(

  • The post above covered most of it but to add a bit:

    Basically now with Skull Merchant you don't get your drones back immediately when a survivor disables them. It makes her weaker at 3 genning, but now you gain increased movement speed for every survivor tracked on your radar and survivors with claw traps break pallets when fast-vaulting them.

    Medkits are getting a nerf, they will take 24 seconds for a self-heal now and the green medkit won't boost self-heal speeds anymore. Circle of Healing is also losing its self-heal ability entirely. Dead Hard, CoB, and Overcharge are also being nerfed, Overzealous is getting a buff and Gearhead got another rework. Pain Resonance also got a rework, it only works once per survivor now, but the regression got increased to 25%.

    Pinky Finger is also getting nerfed again, and they're completely removing Lightburn from the game. This means you can't burn Wraith out of cloak anymore, and survivors can now wipe away Hag's traps without an item.

  • Yes it still exists. It’s just hard to find because it’s an ultra-rare item, so you won’t see them in the bloodweb very often.

  • I think it’s fine for certain drawbacks to killer powers to exist especially if they are there to punish a mistake/misuse of their power. But downsides and counterplay shouldn’t come directly as a result of flashlights (or any other item) or perks. Stuff like the ability to see bear trap auras with maps should be removed, as well as Adrenaline pulling you out of the dream world.

    Also, just to clarify on Leatherface, he already does lose all of his charges if he tantrums and they don’t begin recharging until the tantrum ends. So by default you have to wait for the tantrum and then afterwards it takes another 12 seconds to replenish all 3 charges (4 seconds per charge). You don’t have to have all 3 charges to use the chainsaw though.

  • She doesn't need a nerf. The risk of cleansing is a core part of her design. With this change, survivors would just get to cleanse several times for free and she'd never get her power unless they use the last fountain. Survivors already have enough control over her power, it doesn't need to be limited even further.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3399019#Comment_3399019

    While I understand the logic behind the change, I think the opposite would be a better solution. Adding in Light Vulnerability for Killer Powers would make Flashlights less useless. It could also be used by all skill levels of players, which I think is important. Maybe flashing the light on an ally's active Pig's trap would pause the active timer for 15s, stop Wesker from Dashing for a short bit (similar to Nurse), put Blight into Fatigue, burn Oni blood orbs, burn Plague infection off of static objects, reveal Ghostface even if you are marked, and more. It would be more thematic in how the entity is giving the Killers their powers, and the entity's weakness being brought into play.

    While I think there should be basekit methods of dealing with Killer's kits (and often are in most cases), this would give a consumable resource to potentially 'standardize' Killers more along M1 lines. Nurse styled power prevention might be the most common usage across Killers, but I think there is a great range of possible uses that could be explored. To be fair this might empower Bully squads to swarm the Killer. Although then they aren't on gens and would have to give free hits, so I think it would still weigh in on the Killer's favor in those cases.

    That would just make even more killers' powers frustrating and less reliable because of how they could be countered in these ways. None of the existing interactions being removed were overpowered, but they were annoying and unfun to be on the receiving end of. Especially with Wraith. And in the case of Hag it was a significant component of her counterplay which was bad design (though I will admit I’m not convinced that she isn’t going to be underpowered now that everyone can destroy her traps, she might need compensatory buffs).

    Also, flashlights are not useless.

    @Pulsar said:

    Pretty sure Alf did a video about this.

    They discovered that you can still hold a flashlight on Nurse to pause her between Blinks.

    You just can't Lightburn her anymore.

    I might be wrong, but that sounds like a bug. Given BHVR’s reasoning for wanting to remove these flashlight mechanics, it wouldn’t make sense to only remove part of it and not the entire thing.

  • The point wasn’t to make Nurse stronger, they wanted to remove these flashlight mechanics across the board for consistency and because they don’t want items having unique interactions with certain killers anymore. Nurse just so happens to be part of that group.

    If they had done it only for Nurse and left it for other killers then I would have said it was a bad change. But they changed it for others too.

  • It's bugged and for some reason it hasn't been killswitched.

  • A lot of these look cool. Really like the Haddie, Mikaela, and Trapper outfits.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3398448#Comment_3398448

    Yeah, but the tooltip doesn't express that. It says "Grants protection against the loss of your item and its Add-ons." Not "Grants protection against the loss of your item and its Add-ons, unless you drop it, lose it through Franklin's, or use the consumable add-on or other add-on that destroys the item."

    It could just be changed to "Protects the item being carried and its equipped add-ons if you die with it in your possession."

    Strangely enough the current version allows for duplication of event items. Just have a SWF bring all White Wards and then have everyone grab the dying survivor's item.

    Yeah agreed the description should be more clear.

  • @mizark3 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397741#Comment_3397741

    That's strange as the phrasing is exactly the same as the Black Ward. I just figured they would function the same. They should update the tooltip so it doesn't trick people. Plain text shouldn't be that difficult to change.

    A White Ward protects whatever item and addons you are carrying when you die/escape.

    If you destroy your medkit using a Styptic or Syringe, or put your item down (or drop it because of Franklin's) and then die, the offering does nothing. If it successfully saves your item after death, it also makes the item disappear when you die (instead of being left below your hook) so none of your teammates can take it after your death.

  • I do think there should be some sort of protection against Hemorrhage for this but it shouldn’t be full immunity. For example, when you gain partial heal progress from one of these perks, you then have a certain amount of time to finish healing/get healed by someone else before that partial progress starts to regress.

  • @RaSavage42 said:

    Survivors don't like Killers regressing Gens... and these changes prove that

    It's the same as:

    Ruin- changed from .50 charges per second to .25 charges per second (excluding OG Ruin)

    Pop- changed from 25% of 90 to 20% of current progress

    Now...

    Call Of Brine- changed from .50 charges per second to .3125 charges per second for 60 seconds

    Overcharge- changed from .1875 charges per second to .2125 charges per second (at the start) then grows to .50 charges per second to .325 charges per second

    SH: Pain Resonance- changed from having all 4 Hooks permanently SH to having tokens and 15% of 90 to having 4 tokens (1 per Hook) and 25% of current progress

    Also the fact that when the game was released there was no Gen kicking action

    BHVR needs to realize why we as Killer players run these perks on another level then "oh they are using X perk more then the others... let's nerf it"

    And the fact that they even added 2.5% of current progress to the base kick is annoying to say the least

    Oh... I just remembered putting COB and Overcharge together is .6375 charges per second for 30 seconds

    BHVR also needs to realize that % of current progress doesn't matter...

    But who am I....

    They didn’t change Pain Res to current progress. It’s going to be 25% of total up to 4 times.

  • @09SHARKBOSS said:

    wait will unbreakable give you 2 recoveries???

    You can only pick yourself up with it once, but the 35% extra recovery speed works for the entire game.

    That said, if you are able to get up on your own through another perk (eg. Exponential, or Soul Guard while you’re cursed), that won’t count as using your UB and you’ll still have it available later.

  • It was last week.

    This article was created from a community discussion. It’s been a little over a week since the Tools of Torment Mid-Chapter hit the Public Test Build (PTB), the server where we test out and fine tune upcoming changes before pushing them live. As always, our team has been combing through your feedback and identifying room…

    edit: Mandy beat me to it lol

  • I think DH and PR will still be used, but only after a few weeks when people realize they’re still good.

    CoB and Overcharge will be dead on arrival. They’re terrible now.

    CoH will still be used in SWFs, but it won’t be in every game anymore like it is now.

    I think Inner Healing could potentially make a comeback (since boons will no longer be meta), and perks like Adrenaline, Resi, and WMI will become even more popular. Definitely more SB and probably more Lithe is my guess.

    On the killer side, expect more Jolt, Deadlock, NWO, probably Sloppy on m1 killers. Corrupt too but that’s already fairly common right now.

  • You would have to completely rebalance the entire game from the ground up for this to work. It's already bad enough with current Dead Hard basically being a third health state and that's not even guaranteed to work all the time.

  • Because Bubba is too old.

    They’ve started doing this with newer killers but haven’t really gone back and changed the older ones to be the same way. Twins, Artist, Dredge, Knight, and Skull Merchant all have power limitations that reduce their camping potential. And all of them have been released in the last 2.5 years.

  • @Sonzaishinai said:

    Hold up, you people aren't getting that notification anymore???

    Got it once and never again.

    Are you getting it every time you open the game?

  • @imakepeoplehateme said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3397076#Comment_3397076

    Yeah ofc those addons are busted.Thats exactly my point.If those addons are allowed to be in the game so should brand new part.Take them out together or leave them be

    All of those addons (and more) should’ve been nerfed a long time ago. Actually, Pinky Finger has been nerfed and is about to get nerfed again soon.

    An overpowered thing existing on one side doesn’t make it ok for the other side to have similarly overpowered tools. Nerf them both. The killer addons you listed are not balanced, at all. BNPs are also not balanced.

  • Dredge is one of my favorite killers to both play and play against and it always feels terrible when you load in and see bad locker placements. You can either get a map that doesn’t have enough lockers and/or your generators are mostly not close to lockers which puts you at a disadvantage. I do hope they at least add more lockers to certain maps in the future.

    @ChipaChip said:

    I played it the other day and noticed that he no longer gets bloodlust when he uses his power. :(

    That was a bug, you were never supposed to be able to do that.

  • Running both together now will be, at maximum, barely stronger than old tier 2 CoB was by itself. They stack additively, so once Overcharge reaches maximum regression at the 30 second mark the generator will be regressing at 155% of normal (with both perks), and that'll only last another 30 seconds and then CoB will turn off.

  • Sort of. I think it should be adjusted in a way that doesn’t make it as punishing for solo players (honestly I just don't want it to affect slugs and hooked survivors) and then it could probably get an additional effect in return. Knockout should also be changed for similar reasons.

    But its ability to counter other aura-reading such as WoO or Alert is fine and shouldn’t be touched.

  • It's meant to be used to combat 3 gens, but it's not very good and with how quickly the CoB Overcharge combo regresses generators it doesn't really end up helping you overall.

    And next patch CoB and Overcharge are getting nerfed so 3 gens won't be nearly as oppressive anymore anyways meaning PE is mostly irrelevant.

    Also, welcome back!

  • @randonly said:

    I already answered you there on steam, so I'll just repeat

    yes, you will have the 12 attempts globally distributed by the amount of rbt's you have with the addons that allow you to load more than 4, so it's not really worth it because more traps will be removed in 1 try

    I miss the old pig with the 4 boxes and a certain one (and not these 5 boxes grouped together), I felt that the 4 searches were more common than now, nerfed in >>Basekit<< because of game design abusers with the video tape addon ("strat" afk pig) and could be fatal (than mere delay tools like actually with only 4 traps)

    If you use addons that change the number of traps, it adjusts the number of searches accordingly.

    By default it's 12 searches across 4 traps, or an average of 3 searches per trap. So with 5 traps, this becomes 15 searches, 6 traps, 18 searches. With Amanda's Letter (which takes 2 traps away), then there's only 6 searches total.

    Source: https://forums.bhvr.com/dead-by-daylight/discussion/325314/regarding-the-pigs-five-box-update/p1

  • Rip WGLF bloodpoints, you are missed

  • Dead Hard.

    I used to be the same way with old NOED and old Eruption but not anymore since they've been nerfed.

  • If you removed the Exhaustion then the change wouldn't be a nerf anymore.

  • @Pepsidot said:

    I wonder if Self-Care + CoH would be a good combo next patch? I have no idea how fast you'd heal yourself when in the boon radius with dbd maths though. Honestly wonder if it might be really good, since CoH is going back to its original 100% healing speed? Could add Botany too if its still too slow... might be interesting.

    The new CoH only increases altruistic heal speed so it doesn’t work with SC at all. I actually tried this on the PTB to make sure and self-caring in the boon provided no benefit.

  • I just wish it showed the Killer's aura to the unhooked survivor like it does for the unhooker.

  • Not anymore, it’s getting changed to activate only when you are unhooked or unhook yourself.

    It is now impossible for one survivor to use DH more than twice in a match.

  • @WesCravenFan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393852#Comment_3393852

    People actually use that screen? I thought a proper report was to be submitted through the website with an attached video file?

    To report cheating you have to do both of those things.

  • @TheycallmeLix said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3394110#Comment_3394110

    No she didn’t. I checked the endgame result and she had a green add-on with it. And the fact that you don’t even know this already says enough that the devs don’t play their own game..

    You need Torn Bookmark + Jenner’s to have 5. You can have 4 with just Jenner’s.

  • You're forced to go back to original position which makes it very easy to counter. It's not even good.

  • Yeah. I thought it should've been a purple addon tbh but not an iri.

  • They actually mentioned this on Twitter yesterday after tweeting about the changes from the PTB.

    image_2023-04-06_145058233.png

    Both of those addons will still have an incentive for great skill checks though, they now increase the great skill check bonus when you hit them by 5% (Needle and Thread) and 10% (Surgical Suture).

  • @DangerScouse said:

    Sorry if this is a silly question, but the changes that are being made from what was on the PTB, they haven't been tested on the PTB, right?

    Correct, these newest changes are going straight to live.

    Pain Res will have the same 4-token system that it had on the PTB, but the regression will be 15/20/25% instead of 11/13/15%.

  • @Mandy said:

    It's exactly 1 self heal I believe...DbD maths does confuse me I must admit!

    The Speed/Efficiency penalties make it 24 charges.

    @NerfDHalready said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393951#Comment_3393951

    got it, thanks! found it kind of important to post about since you wouldn't need gel dressings for 2 heals if this was the case

    It’s a little weird, but basically it means that you’ll use 1 charge of your medkit for every 0.67 charges of healing progress. (I’m assuming it’ll technically be 0.6666 so that it comes out evenly to exactly 24?)

    You can verify this on the current live servers by seeing how Botany Knowledge works (which is -20% efficiency) - 1 charge of your medkit for every 0.8 charges of healing progress, which means you need 20 charges for a heal (with current live server values). Throw on a medkit with 40 charges and Botany, and you’ll have exactly enough for 2 heals (barring great skill checks).

    After the update, self-healing with Botany is going to require 30 medkit charges instead of 20.

  • @WesCravenFan said:

    Weird take:

    The LEAVE MATCH button should be replaced with a QUIT GAME button. So if you leave, it is the same effect as crashing to desktop.

    If that happened and you are genuinely forced to DC over a cheater, you'd have no way to report them in-game if it closed immediately before you could even get to the tally screen (and in-game report is required).

    I do think the current DC penalties are too low though. 1 minute for first DC is not a deterrent at all.

  • Yeah, the medkit nerfs are amazing but this was the one side effect of it unfortunately.

    Imo, increase the chest unlock boost to 80/90/100% (up from 40/60/80) and give any Pharmacy medkit a 50% healing speed increase if you're the one who uses it. This will offset the medkit's self-heal penalty and make it a 16 second heal only for that one medkit. It would still deplete all 24 charges, and still achieve the goal of making medkits weaker than before as it used to be a 10.7s heal with the green medkit and now it wouldn’t be.

  • @Cassiopeiae said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3393417#Comment_3393417

    Huh, BTL doesn't respawn active add-ons. Toolboxes don't get deleted by BNP and BNP doesn't respawn when you use BTL.

    You wouldn’t get the addon back but you’d be able to get your item charges back after using the addon if it worked that way.

    It just helps discourage super strong items from being brought as often with the best addons which is a good thing. It doesn’t prevent you from doing it but it limits their availability together.

  • It's to balance Styptics and Syringes because of how strong they are. If it depleted your charges instead of deleting your medkit entirely, you'd be able to bypass this downside with BTL. It also means you're encouraged to bring those strong addons on weaker medkits because losing them isn't as big of a deal. Given how powerful those two addons are, I think it's fair the way it is.

  • @HarryMasonEnjoyer said:

    pain res, grim embrace and no way out all have a pretty interesting synergy going on now. on their own they're not great but i have to wonder how much slowdown these all give collectively now.

    25% of a gen is 22.5 seconds worth of progress, times 4 is 90 seconds which is a full generator.

    Grim Embrace blocks all of them for 40 however that’s not really equivalent to regression so it’s not really fair to just add these together.

    Assuming NWO has 4 tokens (which it would if you triggered Grim Embrace), that’s 60 seconds of no exit gates.

  • It’s 25%, not 20.

    I think it’s still going to be pretty good actually. You won’t be able to get multiple uses off one survivor anymore, but if you hook all 4 you get an entire generator’s worth of regression. That’s not bad at all.

  • @drakejuul said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3392651#Comment_3392651

    Which, to a degree I feel like it can be a healthy balance. Killers are able to easily counter act it by taking out the boon or just hooking. I’m just really upset about it because I spent money for just that perk. It feels like a waste now that it is gone.

    there are so many stronger killer perks that could be leveled and I don’t understand why those aren’t being talked about within the community.

    Except it isn't easy to counter when it can be reset infinitely and it's not worth the killer's time to go snuff because they lose too much pressure by doing it if it's in some inconvenient location for them. It's a lose-lose for the killer IF the survivor is smart about where and when they place it.

    This is more of an issue with the design philosophy of boons in general, but CoH exacerbated that issue far more than any of the other boon perks do and also had way too much going for it for one perk.

  • Ruin is still situationally okay, but only sometimes. I like running it on Legion with Fuming Mixtape for 200% regression during Frenzy (yes, they stack). It basically gives you back old Ruin again, but only while you’re using your power.

    You use Septic Touch by not equipping it and letting it rot. It’s one of the worst perks in the game.

  • MoM still requires a lot more work and will be indirectly made worse by the fact that self-heals won’t be as strong now. CoH self-healing is gone and medkits are nerfed. I think DH is still better.

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