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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Having the same issue on Steam. I got out of a match and upon queuing up for another the matchmaking process would fail, restarted the game and am now getting this error.

  • Clown finally got his revenge for Maurice.

  • Wraith, Bubba, Dredge (once he’s not bugged), Legion, and Plague. And some others.

    It wouldn’t bother me too much, I do play Wesker and Nurse fairly frequently so I’d miss them but I don’t play Huntress or Blight much. Spirit I’ve already not been playing because she’s bugged (but I do normally play her sometimes).

  • You could make it 60 seconds on both of them and I still don’t think they’d see much use.

  • Even if I wanted to give up against her I can't because I've only played against 1 Skull Merchant since her release. Haven't seen her at all since day 1.

  • Because players don't want to be forced into playing certain characters just to counter a perk.

    It's the same thing with Plague and CoH. It's nice that she hard counters it because she pretty much invalidates all regular forms of healing, but none of that means anything for anyone who wants to play a different killer.

  • It just needs a complete rework imo, there's no fixing its current effect.

  • As problematic as current DH is, old DH was so much worse to deal with.

  • I think it’s a problem with both.

  • @Zeidoktor said:

    That's been my understanding of the drones' modes as well.

    On a related note, do addons that cause effects within the drone's area require the drone to be active, or does it vary? Some specify being in an active drone's area, some don't.

    The drone has to be active, though most of those addons’ effects linger for a little while after being outside the radius.

  • Nah it’s fine since you’re not required to use it if you don’t run.

  • Yep, she’s just a lot better on indoor maps.

    In scouting mode you can only be detected on the same floor as the drone (because it has to have LOS on you), but if it’s active it goes through floors and ceilings.

  • @jesterkind said:

    It doesn't give the team an infinite medkit, though. It gives the team an infinite old-numbers Self Care, which is a wildly different situation.

    Personally, I don't think Circle of Healing is causing problems based on its strength right now- one could argue it's problematic for the wider health of the boon mechanic, but when it comes to what CoH actually does on its own, it's really not that big of a deal anymore. Old Self Care is a reasonable speed, and a 50% bonus on altruistic heals is the same as Botany Knowledge in a restricted area that requires setup, so I'd say that's fair too.

    The problem with CoH comes when it's stacked with other sources of heal speed. If it couldn't be stacked with medkits, for instance, we'd be in a much better spot already- though it's worth mentioning that ultra fast healing speeds don't actually require CoH and so are therefore their own problem.

    It‘s way faster than old Self-Care though, the 50% bonus also applies to the self-heals. It’s a 21 second heal, not 32.

    If it was actually 32 seconds and then had some restriction with medkits it’d probably be fine.

    @Rogue11 said:

    CoH can be nuked at the same time they nuke the 3 gen stalemate meta for killers. CoH is the only thing that gives solo queue a chance vs killers like Knight/Skull Merchant camping a 3 gen from the start of a match.

    For the record, I consider guaranteed 3 gen locations on certain maps and certain killer power designs more of an issue than the regression perks themselves after the Eruption nerf.

    I agree with this, though I think CoB/Overcharge are problems too, not just maps and killer design.

  • @Spectralfx said:

    How about... no.

    It's been nothing but survivor buffs lately.

    SWF is currently problematic because unless you're like a full time streamer with all the perks... you'll lose every games against swf (there is an argument to be said that even that is getting dicey for full time players)

    Y'all talking of bringing solo Q to that level is anxiety inducing because, they might actually do it.

    Hell no!

    If bringing solo up closer to SWF level necessitates killer buffs, that’s fine. It’ll make the game easier to balance going forward and we can buff killers knowing that all survivors have more information, not just some of them.

  • This is a good idea.

  • I agree, I think there’s a few more perks this could be applied to as well, one of them being DS while it’s available.

    I also wish the hud showed exit gate progress and healing progress at all times (not just while downed).

  • It’s not going to be enabled until next week.

  • It’s pretty bad, Spirit players will use it sometimes but that’s about it.

  • Absolutely not. Survivors are already at their strongest at the beginning of the match and gens go too quickly at the beginning of the match.

  • I'm perfectly fine with that. Hook grabs are dumb imo and I don't use DH as survivor so it'd be a win win for me

  • If anything it needs more buffs than just a reversal of the nerf, but I do agree with reverting the nerf at least.

  • If you chase one survivor for 5 gens and lose, that’s your own fault.

  • While I agree self-healing is too efficient, I don’t really like this idea because this doesn’t just punish medkits and CoH, it punishes healing across the board including regular healing (one survivor healing another for 16 seconds) which is not problematic.

    Medkits and CoH just need to be nerfed directly.

  • I guess they nerfed it to account for the increase to the base time but forgot to change the description?

  • They’re broken for survivors too. Neither side can interact with them at all.

    I didn’t test a lot of other maps, but I did check the main building basement on Sanctum of Wrath and it was fine so hopefully it is just a Shattered Square issue specifically.

  • Nope, you’re not missing anything. Leverage is just an absolutely terrible perk that somehow was made even worse than it was on the PTB. And it was already bad.

  • Haven’t gotten anything yet either.

  • @ThanksForDaily said:

    Dbd players yet again making a big deal for a perk that no one uses. Just to complain for something.

    Wow, I wonder why nobody will use it now. Almost like it's a terrible change that makes MYC (along with some other perks) significantly weaker for no good reason?

    Of course players are going to complain about it, literally nobody asked for this change.

  • They don't move away from hooks, they move a little when first placed because when you begin placing one, the position you're in at that moment is where it's placed. The animation has it flying out of your hand a moment later (by which time you've walked forward a bit) and then it moves back to that original position.

    They are still destroyed when within 16 meters of a hooked survivor, this has not changed.

  • I mean, they need to be changed. You should never be able to drag games on for as long as those perks allow you to.

    I do think generator speeds are still too fast with 0 slowdown, but CoB Overcharge in its current form is too much. Eruption just made that even more obnoxious, but nerfing Eruption alone doesn't fix it.

  • They probably did it this way just to make it consistent at least (and the Rancor synergy was too strong). On the PTB it actually wasn’t even consistent. It worked with Rancor and Remember Me, allowing their effects to work on the hit that changed the obsession, but behaved the opposite way for STBFL; you would gain a stack (for a hit on a non-obsession) and then they became the obsession, which was not how it worked with the other aforementioned perks.

  • I just don’t like challenges that require you to throw the game or play in a very suboptimal way. The majority of killer challenges are objectives that can be completed through mostly normal gameplay, with a few exceptions. A lot of survivor challenges are more complicated and/or hurt your team when you try to complete them.

    I don’t mind the blind the killer challenges like you mentioned, if they have Lightborn that’s just unlucky, but “unhook in EGC” means you have to open the gates sooner than you’d normally like to which can end up backfiring. Why can it not just be “unhook someone after the exit gates are powered” instead?

    Escape through hatch challenges also just shouldn’t exist at all.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363781#Comment_3363781

    So they made a consistency change...

    That makes things less consistent?

    Also, could BHVR stop adding more ######### loud noise notifications? At this rate, they'll just replace all audio killers receive with a binary no noise/loud noise notification choice. They're increasingly just 'hey something happened somewhere on the map, no clue what because anything could trigger it'.

    Yep pretty much. It should just be reverted honestly, these changes weren't necessary at all.

  • @FFirebrandd said:

    Wait, there's no notification either? Why?

    MYC might still be useable since the unhook is a notification... but RIP Deathbound. It was already bad but now it's just non functional.

    I tried Deathbound and it still gave a notification (but no scream from far away, which you always will be since it doesn't work if you're within 32m). MYC just doesn't for some reason. You have no way to tell who is Exposed from MYC now.

  • Okay so I just tested a few things with this.

    With Deathbound and Face the Darkness, screams from far away give a location bubble of the survivor, and a loud noise notification sound.

    With Make Your Choice, there is no scream audio from far away AND no notification other than the standard one from unhooking. You do not have any way to discern who is Exposed.

    Screams resulting from Doctor’s Madness seem to be completely unaffected and function as they did before.

  • That’s a really odd change and seems like a significant nerf. You’re not going to know who screamed anymore with MYC because you’re never going to be within 19m when it activates.

  • This was in the bugfixes in the patch notes:

    348D02B0-97BF-4745-A4EC-AF465D65E24D.jpeg

    Why exactly? This perk already wasn’t that good and nothing in its description on the PTB mentioned self-healing not being affected.

  • Incapacitated is just a status that should be rare and it really just shouldn't be used on perks at all. It's fine for Twins' and Pinhead's powers, but that's it.

    That Huntress addon that inflicts it should be reworked too. It's a weak addon, but it can't really be buffed either without creating the same problem Eruption had. So they should just replace it with something else.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3361986#Comment_3361986

    lmao what does shattered hope a perk that myself (who's devo 7) has probably seen once or twice in all my games got to do with a survivor perk that everyone uses? Come on now..

    Because your perk idea is similar to what Shattered Hope is. You're basically suggesting to give Killers a perk that directly counters DH, rather than actually fixing the problem with DH. Shattered Hope counters boons but doesn't actually address the fundamental issues with them at all. They would both be perks that fix problems with other badly designed perks and are completely useless in the absence of those perks which is bad design.

  • @BenOfMilam said:

    Isn't that still less than Mother-Daughter Ring speed? lmao

    7.04m/s is Spirit’s phase-walk speed with no addons. So yes.

  • There's no fixing it imo. They just need to rip the band-aid off and replace it with a new effect.

    Nerfing DH to be fair while keeping its core identity would mean making the perk completely useless. It just doesn't work.

    @MoNosEmpire said:

    The answer is honestly simple, give the killer a perk which allows them to deactivate dead hard for the remainder of the game after that survivor has been knocked, Now that specific survivor and the killer have 3 perks.

    No, this is exactly why Shattered Hope is a dumb perk. It’s just a bandaid fix perk.

  • You create your patrol path as normal until you are near a gen, pallet, or wall and then you press M1 instead of M2, this will make the guard break that object. Any guard can do this, but Carnifex does it faster and you need to do it with him for that challenge.

  • Not nerfed to the ground, but nerfed, sure.

    But I do agree somewhat with this philosophy even if I wouldn't say all the perks you listed necessarily need to be nerfed to achieve this goal. At the very least Self-Care and Pop don't really need more nerfs. And Eruption is getting nerfed in a few days regardless. But the reason this is a good idea is because a lot of the meta perks are meta simply because of the type of perk it is and there's no real way to bring every weaker perk on each side up to that level without making some of them busted. Strong perks on each side are already too impactful as it is and this effectively addresses that. Buffing weak perks up to the level of the current meta would just exacerbate that issue.

  • @Mr_K said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360746#Comment_3360746

    So the killer's buld would be all Hex perks.

    TOTH, DH, Undying, Pentimento

    How exactly will the Demo protect all these Hex totems?

    In most situations you would have at most 3 totems to protect at once, and only 2 that you actually really care about. Cleansing takes 28 seconds with Thrill at 5 stacks. Your power recovery is short enough (10 seconds) to defend multiple totems during that time. It’s possible that survivors cleanse one of them (thus killing Undying), but then you just prioritize the ones you know aren’t Pentimento (the two remaining totems from the original three). Pentimento just exists to slow down gens and keep your Thrill tokens (rekindled totems give you your tokens back). It’s not the end of the world if that one gets cleansed, and it becomes much easier to defend 2 totems instead of 3. If anything Undying is mostly just an insurance policy. You can spread out a bit more and go for early downs to build pressure and it protects you in the worst case scenario that one of the totems gets cleansed at the start before you can activate your portals.

    You never have to check the totems until you see somebody there through your addon because there’s no way to avoid detection if you’re within range. Old Thrill (with the notifications) could be fooled by tapping a totem and then hiding to make the killer check it and waste their time. With Lifeguard you just know exactly how long the survivor is there and if they leave, so this counterplay doesn’t work. It’s even stronger if you also run the iri addon that shows survivor auras while using your portals, but you don’t have to.

    The only way survivors can really win is by escaping before the Demo gets enough stacks for Devour, which, if they do, then the Demo player probably made a lot of mistakes.

  • It is dumb. You pretty much can’t beat it if they run Undying and Thrill. You always have enough time to get to your totems through the portals and it’s actually even stronger than it used to be because even if survivors break a totem at the start before you get your portals down, you can use Pentimento to restore your Thrill token.

    I don’t know if BHVR will actually bother to change it because this build isn’t very popular, but the easy fix would just be restricting portal placements within a few meters of totems. Fwiw, I think Lifeguard Whistle is fine outside of this one specific issue.

  • You can, the timing is no different than how DH normally works.

  • @YOURFRIEND said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3360113#Comment_3360113

    People have this goofy idea of neutering his anti loop by punishing short dropped guards. It doesn't work. Without the paltry anti loop he has you're down to chasing survivors with your orb and spawning a guard on them which plays like discount spirit on top of doing..... absolutely nothing. Congratulations, your guards are chasing someone on the other side of the map. Now what? They're gone by the time you catch up and if they're not then you're playing the loop just like you would if you'd short-dropped the guard at the last loop. It just makes his long chases take even longer and enforces the three-gen thing at his only valid option.

    I dunno if people don't play knight or don't think out these ideas. Or if they just hate knight and want him to be unplayable.

    It may not work, I'm mostly just throwing ideas out at this point because I don't really know what else to do with him.

    If this makes him too weak then he probably just needs a more substantial rework because as he is now he's terrible killer design and gets free anti-loop for doing nothing. But nerfing his chase potential too much will reinforce 3-genning, that's a fair point.

    I don't have a problem with anti-loop, I like interesting anti-loop abilities because it provides something unique to that killer beyond just the regular m1 killer gameplay. I have a problem with anti-loop that basically allows the game to do all the work for you, and the Knight's anti-loop is the only anti-loop in the game that does that. Artist's is fine because her anti-loop doesn't do that; even though the survivor's best option is often to leave the loop against her too just like with Knight, her crows have more counterplay involved and can be juked, and the Artist player needs to actually land their shots in order for it to work. Knight's has no such gameplay for either side.

  • Can confirm, you usually just bounce off the window/pallet and nothing happens. You get blocked from vaulting and you don't get a hit either.

  • I love how CoB's icon is Sadako's eye. It actually took me a really long time to realize that was what it was (I don't think I did until someone pointed it out to me) but now I can't look at the icon without seeing it.

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