sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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If you're on a gen with a teammate and you don't want this to happen, you can leave while the killer is still carrying/right before the hook happens. DMS doesn't need any more nerfs.
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@Devil_hit11 said:
the only perk out of those that i'd be interesting in using is furtive chase. if it reduced tr outside chase, it might be funny to run stealth build on killer.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3374632#Comment_3374632
skull merchant has dissolution with no time limit or limit to breaks as an add-on. compare to add-on, the perk is rubbish. the irony is that they want to nerf it in their upcoming skull merchant changes which makes no sense to me. At least they could make the perk have no duration like skull merchant but its like they purposely release terrible perks. it has come to a point that I do not bother to test new perks into my builds because just reading the description is complete turn off.
While that addon is stronger than the basekit version of it coming next update, the addon not having any time limit made it unfair since you can’t realistically remove a dead trap mid-chase without vaulting (and dead traps still destroyed the pallet too). An instant pallet break after a vault is only balanced if it has a timer or some other condition that can be avoided/outlasted while in chase, and if the survivor is told it exists.
That said, I feel you with how many terrible perks have been released over the last few chapters. Dissolution just isn’t one of them. But I’m still amazed by how bad Septic Touch is, not to mention the killer that came with it counters it with their own power.
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@wimpy said:
Do you know how Blood Warden works?
- The Exit Gate is opened.
- Hook a Survivor.
- Blood Warden works on the opened Exit Gate.
Blood Warden does not work unless a Survivor is hung on the hook after the Exit Gate has been opened.
Therefore, it is not a bug.
That's only for the exit gate blocker. The aura reading is supposed to work no matter what.
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Dissolution isn't bad. The rest I agree.
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The issue with medkits is that it makes self-healing too fast and too easy. Altruistic heals are totally fine. I would actually say medkits should be slightly better for altruistic healing but nerfed for self-healing. Addons that add extra charges to medkits should also further reduce the heal speed as a tradeoff (like current Abdominal Dressing, but opposite). 44 charge green medkits that let you self-heal 50% faster and 60 charge purple medkits are also dumb and unbalanced.
As for Circle of Healing, the issues are that it's too efficient for self-healing (especially as an unlimited resource) and that the killer doesn't usually have a good counterplay option against it. Snuffing a boon on the opposite side of the map or in some other inconvenient location (eg. the top of Ironworks/Eyrie or a boon on a multi-floor indoor map) isn't really worth it when it can just be reset. Though the second issue there gets more into why boons as a whole are badly executed, not just CoH.
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Hopefully not, it was a terrible idea.
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Scourge hooks are alright.
Boons, yes, they are a failure.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373955#Comment_3373955
Did you just type +4% instead of x4%?
@Rizzo I may need you to confirm the numbers. Additive or Multiplicative.
I meant +4% as in, it gives you 4% Haste which is applied multiplicatively to the killer's movement speed, but, I guess the correct way of looking at it would be to say x1.04.
With Survivors, it's easier because their base speed is 4m/s or 100%. So Hope for example, is 7% Haste, and 7% of 100% is still 7%, or 107% movement speed total.
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There is a huge difference between being able to call out the killer's approximate location and seeing their exact position through an aura.
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I think the buff is meant to be more impactful at the earlier stages of it. You're not likely to have 3 or 4 survivors tracked at the same time very often compared to only 1 or 2, thus why they didn't spread it out evenly (such as 2, 4, 6, 8). And they didn't want it going higher than 7% I guess. The uneven spacing doesn't bother me personally.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373903#Comment_3373903
Its not, its additive. The only "Multiplicative" case is Selfcare, which is not -67% healing speed, but x0.33
Haste is multiplicative (and so is Hindered).
NOED speed (+4%) on a 115% killer is 119.6% (4.784m/s), not 119% (4.76m/s).
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I do agree her stealth is still a bit underwhelming, but at least they buffed Adaptive Lighting. That combined with the reworked Ultrasonic Trap Speaker might actually be kinda fun. The Haste will definitely help her in chase. She's still an M1 killer, but she's going to be faster than 115% very often and that's a big deal.
The claw trap removal minigame had to be removed though to prevent survivors from holding her power hostage. It would've been PTB Pinhead all over again where survivors just keep the box for eternity. The Haste effect is for each tracked survivor, so a trap with a dead battery wouldn't have counted for this, meaning there'd be no incentive to ever remove the trap since they also can't recharge anymore.
On top of that, the basekit pallet breaking wouldn't have been fair imo without the traps automatically being removed once they're dead. Before with the addon, you couldn't outlast the effect in chase because a dead trap still destroyed a pallet which was dumb. So you were forced to play at windows or slow vault pallets which isn't always an option. Now you can counter it by lasting 45 seconds without a pallet vault.
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I don't think it's really necessary. She is already a pretty strong killer and being able to see the infection progress would actually give you a lot of extra information on what survivors are doing and it's not needed.
For example, you would know that:
-A survivor is not doing a gen and not running around somewhere if their infection is not progressing at all (because it doesn't progress while walking or standing still)
-Whether a survivor is interacting with an infected object vs. a non-infected one (interacting with infected objects progresses the infection twice as fast)
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@Gandor said:
And how would you balance him so that he will not just become OP?
I agree with you, that he has probably the worst addons out of all killers in game, but as you have said - he's still solid A-tier. Something has got to give here...
Just make cages give base BT. This should happen anyways regardless of addon changes. Perks don’t work with cages, fine, but base BT isn’t a perk.
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@Jurizaurz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3373585#Comment_3373585
The survivor gameplay is to repair, escape and hide from killer while killer is supposed to find us.
The killer failed at finding us. So we are stealthy. Once again - how exactly playing stealthy is bannable when it's a gameplay part.
Hiding for 20 minutes and making no effort to progress the game goes beyond just being stealthy.
There's nothing wrong with stealth play until it gets to a point where the game is at a standstill for an excessive period of time because survivors refuse to work on objectives or engage with the killer, which is what this sounds like.
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I think this is more of a buff overall.
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It does seem better overall. I’m not sure how much drones being unhackable again by survivors with traps will offset the nerfs she got in the 3-gen department. We’ll see if it’s enough next week I guess. She’ll definitely be better in chase though so that’s good.
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Twins and Hag and I’m not complaining.
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The next one is the anniversary so hopefully it’s a good one. We started this year with Dredge and Wesker who were both unique and overall well-designed and then we got Knight and Skull Merchant. It was like everything about good killer design was just suddenly forgotten.
@Firellius said:
Isn't the knight in a pretty good spot now?
Not really, he’s a little better balance-wise but he’s still miserable to play against. Being denied loops because of being able to just instantly drop AI guards that just do the work for the killer feels incredibly cheap to face.
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@Brokenbones said:
Only reason I've dodged a few times is because I don't like facing the same people I just fought, especially if I'm playing the same Killer with the same build
It feels like I'd be giving them an advantage for no reason, plus it's boring facing the same people and I imagine facing the same Killer as the game prior would be boring too
Does this sound unfair to anyone? Genuinely curious.
I think it's totally fair to dodge in that scenario if you want to. I've had this happen to me as survivor a few times where I go against the same player with the same killer for two consecutive games and the second game often turned out better for me because in most cases they'd have the same build and I knew exactly what perks and addons they were using. It's definitely a significant advantage.
Of course, you could also just change your build if you don't want to dodge, but I wouldn't say it's really on the killer player to do that just to avoid a disadvantage by virtue of having just played against the same team in the previous match.
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Yes, it is. STBFL should be a chase perk, not a perk that makes camping even stronger than it already is by default.
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I haven’t kept an exact count or anything but it definitely feels like it happens a lot. I don’t even have any super high prestiges (I’ve spent my points more evenly across several characters, my highest prestige is 15 I think) and I wonder how much worse it’d be if I did.
Imo prestige shouldn’t even be shown in the lobby and should only be visible after the game.
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No, you cannot be banned for using hug tech. See this thread: https://forums.bhvr.com/dead-by-daylight/discussion/350279/are-known-bugs-bannable
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Yup, Commodious with Wire Spool and BNP saves nearly 28 seconds. It's insane.
That said, I think the main issue is just the stronger toolboxes, charge addons, and BNPs. Like, Commodious + double charge addons should just not be a thing (or charge addons should have a downside). And BNPs are too strong. But brown and yellow toolboxes without charge addons are not really a big deal at all.
(If you want the numbers behind the toolbox you used for your experiment...you have 32 charges to start + 12 more from Wire Spool, total of 44. You use 13.5 charges to use the BNP, which completes 13.5 seconds of gen progress (this is 15%) over 5 seconds, and each of the two skill checks saves another 4.5 seconds (5% each). Then you'd have 30.5 charges left at 150% repair speed which gets used in 20.33 seconds, saving another 10.17. 10.17 + 8.5 + 4.5 + 4.5 = 27.67 seconds total time saved. On the other end of this, a brown toolbox with no addons only saves 5.33 seconds.)
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There are a lot of bad perks on both sides. But a lot of perks would see more use if the meta perks weren't so much better than all of them. Which is why they need to be toned down. A lot of bad perks need buffs too, but buffs alone aren't going to fix the issue. If you leave the meta perks as they are and try to buff weaker perks to directly compete with the meta as it is, there would be too many strong perks and it would become overbearing imo.
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Meh. I wouldn't mind if it got a slight nerf to make it less popular but both of those nerfs together would be overkill.
I do think it should lose the free wake up against Freddy though, that's just stupid and unnecessary.
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It’s too easy to not notice it when it triggers. It needs a sound cue like Alert has.
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Can confirm this combo does not work.
https://www.youtube.com/watch?v=66m_hjOhkDgUpon hitting Haddie, the obsession changes but Nemesis doesn't activate and doesn't reveal the survivor's aura.
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The nerf made it feel a lot more fair imo. I hated old noed but it doesn’t really bother me much these days. My only remaining issue with it is that if someone gets hooked near the totem then there’s not much you can do, but overall it’s far less frustrating than it used to be.
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Tbh I think it’s more that Julie’s Mixtape is a dumb addon and shouldn’t exist. Your reward for stunning Legion out of frenzy is…getting hit anyway because they get frenzy back instantly? Never liked it.
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Yep I’m getting 1.7 million and I already had like 1.5 million…gonna take me a while.
But tbf I’d rather have too many bloodpoints than not enough
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@Xendritch said:
If this works the way I think it does does that mean they obliterated doctor? Cuz that's hilarious if true.
Thankfully they didn’t touch Doctor at all, he’s completely unaffected by the change actually.
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@Aven_Fallen said:
The thing is, I am very sure that the Devs thought that they buffed Calm Spirit. Because before 6.1. it only blocked screams and removed the effect on crows.
However, they also made cleansing/blessing totems and opening chests silent, which is a Buff. And they probably thought that this Buff needed some Downside, so they reduced the Speed of those actions. Which made Calm Spirit even less used, because its scenarios are already niche, but giving a debuff on top of it was too much.
It could also be possible that they did this to have a difference between the 3 Perk Tiers.
IMO they should change it that it only reduces the Speed while in the Terror Radius of the Killer. Because with this, you would still get the benefit of being completely silent when cleansing/blessing or opening chests, but you would only get the Debuff when the benefit actually matters (since it does not matter if I cleanse Totems silent if the Killer is full map away).
Calm Spirit would still be bad, but it would at least be a bit better.
I like this idea. When they first announced the Calm Spirit change I thought originally you would have the option to either do the action silently (at reduced speed) or normally (at normal speed) so that it wouldn't be a nerf, but you don't.
Honestly for chest unlocking the penalty should just be removed entirely.
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Map repeat prevention was intentionally disabled for this first week because Shelter Woods and the Red Forest maps have increased chances to appear right now.
The system should be getting enabled sometime during this week.
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Well Eruption already got nerfed, so I guess I'm mainly hoping for changes to DH, CoH, CoB, and OC.
Gen-kick meta needs to change and DH and CoH are the two most busted perks for survivors.
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If you make survivors have unique qualities like this then specific survivors would become meta and that's not a good thing.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3369118#Comment_3369118
that is not my experience. for me, I feel unstoppable in the loops as survivor. to me, I feel like I could loop the killer for 3 gens every chase if my team is good. how could survivor be complaining about this map? the map is like.... crazy strong. This map might be the best survivor map in the entire game, even better then garden of joy and fracture cowshed. This seems like easy map for me to burn offering on to get auto-pilot wins as survivor.
I do think it will be a very strong survivor map once players get used to it. And the Mother's Dwelling main building is stronger than before because now you can fast vault the downstairs window in both directions that you used to only be able to medium vault from the outside. And it's still a huge map.
Old Temple was mostly fine as it was, but I was really hoping the Mother's Dwelling rework would be better than this and it just isn't. I guess I shouldn't be surprised at this point. For every map that's been changed recently, a new bad map has taken its place. Haddonfield got reworked? We got Garden of Joy. RPD got split into two (which it desperately needed)? We got Shattered Square. Eyrie got reworked? Now we have this.
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3 gens have always been a thing but they’ve never been as obnoxious as they have been since last summer. It’s both a perk problem and a killer problem.
In order to fix it you’d need to address killers that are over-reliant on it (Skull Merchant included) and then address the perks (CoB and OC) that are exacerbating the issue. The Eruption nerf was just step 1. Gen-kick meta is making the game stale and something needs to change.
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Good to know it wasn’t just me getting thrown off by the similarity in appearance between the edge walls and jungle gyms. I ran towards the edge of the map as survivor last night thinking it was a jungle gym only to find out I just brought the killer to a deadzone.
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Yes, you do.
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@TragicSolitude said:
I would love to get snowmen and pumpkins as permanent parts of the game. I really enjoy both of those.
Unfortunately, many people who play this game seriously seem to hate those things. I feel like we'll be lucky if we see them again when their respective holidays roll back around.
I mean the snowmen 2 years ago were completely broken and unfair but they were fun this past year. I don't remember anyone complaining about the pumpkins though, I always liked those.
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@Zaydin said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368314#Comment_3368314
Or... you know, while she's occupied run up and tap the generator. And regression speed caps at 200% so nice hyperbole.
There is not a cap at 200%.
Anyways, that nerf needed to happen in order to make her traps last longer, which was a good change. 25 seconds was too short on the PTB, but 45 combined with being unable to disable drones would have been too much.
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Part of Wraith’s body will become visible when he breaks something, but this doesn’t count as uncloaking so he remains Undetectable and his aura isn’t revealed. It’s intended.
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@TicTac said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367835#Comment_3367835
It doesnt work with a killer power that can break pallets. You would lose pwyf stacks.
Oh you’re right. Whoops.
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Probably depends on the killer, but I can definitely see this being fun as it is on a killer that can quickly break pallets with their power (so you don’t need Brutal at all).
edit: forgot breaking pallets with power makes you lose pwyf so nvm on that
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For anyone who didn’t see this yet, this “nerf” didn’t actually happen despite the patchnotes saying otherwise:
Can confirm through testing it does still affect self-healing.
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@Akumakaji said:
https://forums.bhvr.com/dead-by-daylight/discussion/367511/a-question-about-the-shape
I am no Shape expert, but I am pretty sure that you hear that brief classic Halloween sound cue when he tiers up, so that he can't stalk all the way up from a good position from 1-3 by sucking a clueless survivor dry, without giving them at least a warning that something might be up. Like I have stalked survivors from up in the Iron Works of misery through a hole in the wall, but when looking around they probably saw the red stain and ran away.
I also remember a game were we had an AFK Myers standing on a hill and I was instandly suspicious of this one. Of COURSE some survivor would run circles around him and flashlight him, but he would just stand still, with just this little sound cue playing. And then suddenly he was Tier 3 and murdered someone. No idea how that happened, NO one could have seen that happening. *rolls eyes*
So I am positively sure that this sound cue wasn't removed from the game and you can still hear it when he tiers up, at least from Tier 1 to Tier 2.
The sound cue that was removed was an additional sound cue that played for survivors when Myers was 85% of the way to tiering up, this wasn’t in the game for very long at all.
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I don't think it would be a big deal if the game had a better tutorial but unfortunately it doesn't.
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@Doomzilla said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3367148#Comment_3367148
What’s going on with Dredge?
Dredge was turning invisible for survivors. Got killswitched this morning.
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Hatch spawns inside the shack on that map (not outside on the edge), did you check inside?
