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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • How far away were you from him? His max reveal range is STILL bugged.

  • Incapacitated should just never exist for a set duration and probably shouldn’t be used on perks. Its original purpose was to force survivors to remove Victor, and it was then added to Pinhead as well. For these two purposes, it’s fine as it is and doesn’t need to be changed. Eruption was bad design not because of what Incapacitated does, but because of the way it used it, how it was applied, and how long it lasted. That Huntress addon that has it should probably be reworked too.

  • If you had to rework it what would you want to do with it?

    I guess my main issues with it are that it can put solos at more of a disadvantage especially when it comes to teammates’ auras (mainly when slugged - I also think Knockout should be reworked for the same reason), and yet in other situations it can often be pretty underwhelming especially if I’m playing with my friends.

  • This is still a problem yea. Also it seems to apply to blinds against any killer as well (from the killer POV), not just Wraith lightburn.

  • @ARTRA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3354270#Comment_3354270

    Sadly yes.

    And well you can trap a tbaging survivor in the gates with the iri addon.

    And tbh dont even remember whats the other iri and trust me i play a lot of knight bu cant think of playing without map and call to arms.

    The other one makes it so that every 4th guard summoned inflicts Exposed for 8 seconds on survivors within 12 meters of that guard. It’s not very good.

  • CoH killed the few remaining Hags that were out there. And there already weren’t that many before then.

    And I’m not complaining because games against Hag are miserable.

  • Nah. I do think the reworked version is overall a little underwhelming, but the PTB version was absolutely horrific design.

  • No, this would completely undo what the status icons were supposed to do and just further separate solo and SWF again. Not a good idea.

  • I think so, especially with CoB/Overcharge and now that it's been reverted back to 10% of total. It just won't be ridiculously broken like it was before.

    I didn't use it before because I didn't want to use such a broken perk but I'll probably try it now.

  • Empathic Connection and Deja Vu are underrated. People see the small bonuses they provide to healing/repair and dismiss them as bad perks but those aren't the main point of those perks, the main point is the information.

    With Empathic, any injured survivor in chase knows where you are and can avoid bringing the killer to you, and can go to you for a heal if they escape chase. This becomes more valuable if you run another healing perk with it, but you don't have to.

    Deja Vu tells you right at the start where a potential 3 gen is and tells you to break it ASAP. Repeat with each completed gen until there is no 3 gen anymore.

  • Wouldn’t that just be the equivalent of openly admitting “we matched you against players who are worse than you because the matchmaking system sucks”?

    Can’t we just improve the matchmaking system instead?

  • The “guards go around pallets” thing is a bug, they’re supposed to just go through pallets and windows with only a minor slowdown.

  • In 2700 hours I don’t think I’ve used Lightborn once.

    Also it doesn’t even counter Blast Mine, you still get stunned (just not blinded).

  • Why should I get Exposed for free for completing an objective?

    Yeah, hexes are not in a great spot and I’d love some changes on this front, but this is not what they need, at all. They’re not meant to be a lose-lose scenario for survivors. Some of the weaker hexes need direct buffs (for one, I think Lullaby shouldn’t light a totem at all until it has its first token and no warning sounds should come at 3 or 4 instead of 5, and Crowd Control needs a buff too), and I think maybe something like making totems unable to be seen/cleansed for the first 30 seconds of the match would be good, along with improving several totem spots and getting rid of near-guaranteed totem spawns due to map creation logic, but they do not need to punish survivors for cleansing them when that’s literally what survivors are supposed to do to counter them. Haunted Grounds exists if you really want this effect.

  • I remember that. But it’s good that they removed it tbh.

  • @Mazoobi said:

    I can still see killers tunneling. I doubt increasing the broken duration will discourage players from preventing the opportunity to happen in the first place not to mention a good amount of killers already linger around a 2nd stage and will just come back after the unhook.

    With the perk's many conditions, it doesn't necessarily need a nerf. I love the perk's concept but it's giving me Deliverance curse vibes.

    The killers that tunnel at that point are the ones that would’ve tunneled regardless even if this perk wasn’t a thing at all.

    I agree that it is an interesting concept and I do like it, I just don’t like that tunneling is its best counterplay option in its current state (and sometimes the only counterplay option).

  • It’s a bad mechanic that is necessary until map design is improved.

    If we ever get to a point where map design is actually in a good spot, then Bloodlust tiers 2 and 3 should eventually be removed. Bloodlust 1 triggers often enough that it isn’t necessarily an indicator of poor play from the killer and should stay as it is.

    But there’s still a lot of work to do to get to that point.

  • Honestly none of them. Pretty much every killer I hate going against I also don’t play much if at all. My bottom 3 is Twins, Hag, and Trickster and I don’t play any of them.

    I guess I don’t really like going against Trapper and I do play him sometimes, but I don’t hate going against him I just find him a little boring to face despite not being a strong killer.

    I actually don’t mind going against Legion at all.

  • @Nos37 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3353112#Comment_3353112

    But then you also need Plunderer's Instinct, or else you're running around aimlessly (or worse, going into the basement.. on purpose... while injured).

    Pharmacy should show chests within range while injured, since... you know... "You have a knack for finding medicine"

    You don't really need Plunderer's, it's not usually difficult to come across a chest without looking very hard. I don't usually go out of my way for one, I just open one if I see it.

    Pharmacy's guaranteed medkit also overrides Plunderer's increased item rarity chances anyway (you have no chance of getting a purple medkit with it). Pharmacy DOES work with Ace in the Hole...but then you run the risk of getting an Abdominal Dressing addon attached to it meaning you can't actually heal because you won't have enough charges.

    I wouldn't mind Pharmacy being buffed to show the aura of a chest while you're injured though (eg. it could show the aura of the closest unopened chest from the spot you were injured at).

  • I don't think Deathslinger is strong enough to warrant this nerf, personally.

  • It's not a perk that will get value every game but it can be very strong when used well.

    I like to run it with Pharmacy. You can grab a medkit after using FTP and as soon as Broken expires you can heal back up quickly.

  • The tech is fine, Adrenaline is already one of the strongest perks in the game. Doing this is also a complete waste of time if the survivor doesn’t have Adrenaline and risks giving the survivor too much wiggle progress to be able to hook them and/or a flashlight save.

    If you really want to counter it, run it with Soul Guard like I do sometimes. Then, when Adrenaline triggers after you’re dropped by the killer, it also activates SG’s Endurance, meaning the killer swings at you and you just run off and they’ve now lost all their pressure.

  • It remains in your inventory never to be used.

  • Was the survivor injured already before breaking free from the chain? Going from injured to deep wound doesn't count as losing a health state and won't trigger the perk.

  • @BlueHorkew said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351914#Comment_3351914

    Not really, killers like those create situations where literally you need to have DH or you are downed. There is no in between and its all decided by the map layout allowing you to get to different loop or not.

    But honestly i was talking more in general about stuff with no counterplay, but yeah the knight really just sours my perspective even more.

    And if bhvr really just want to continue releasing this killers that survivors can't interact with, well DH is something killers have to deal with.

    Like a bandaid solution to the "Well i couldn't do anything because i got zoned", well you have DH.

    Whatever happens to the perk now, i am not interested

    Because Knight is just poor killer design. Unfortunately I'm not really sure how to fix him without a ground-up rework (and maybe that's just what he needs).

    @Phasmamain said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351914#Comment_3351914

    Holding W is really the only counter to knight (and artist for that matter)

    DH sucks but so do these killers who incentivise boring gameplay

    I don't mind Artist as much because she still has more interactivity with her crows. Crows don't matter if she can't hit her shots with them. The best play is usually holding W when you can, but there's still more of an opportunity to juke an Artist's crows than there is with an AI guard and she is more difficult to play.

    Knight just has 0 skill expression on either side and he's very boring.

  • Those skill checks give you an opportunity to make Self-Care a little faster.

  • The bug here would be that Empathy IS showing the aura, not that Bond isn’t.

    Years ago, Empathy used to counter Knock Out (and was intended to do so), back when Knock Out worked with special attacks. When the devs changed it to only work with basic attacks, Empathy’s ability to counter it was taken away. I’m not actually sure why it still mentions dying state because it’s completely redundant at this point (as normally seeing your teammates in dying state is a basekit ability anyways).

    TL:DR: Bond isn’t bugged, and if Empathy is overriding Knock Out, then that isn’t intended.

  • It's fixed yeah but the map is still bad.

  • I think what they might do is keep the heal speed bonus the same but nerf the self-heal rate like what they did with Self-Care. So it'd be the same for team-healing, but worse for self-healing.

  • Yeah it is underrated. I tried using it a bit more recently and it's actually still quite effective even if it's not as strong as it used to be. But the perk is in a good spot now, it doesn't need any more changes.

  • Only if they made it so that anything that hides blood prevents orbs from spawning, not just No Mither. And even then idk how I’d feel about that. It would suddenly make Lucky Break actually quite powerful against him and I’m not sure that’s a good thing.

  • On the PTB if you hit a survivor who became the obsession due to Game Afoot, Remember Me gained a token at the same time.

    However, this might change as it also lets you instadown anyone with Rancor for the same reason (because it retroactively applies Exposed causing the survivor to be downed instead of injured). This was submitted as a bug report and "acknowledged" meaning the devs likely consider this an exploit (because you can afk the whole game and then do this to mori literally anyone). It's also inconsistent and doesn't work this way for STBFL at all.

    So I would test it again once it hits live servers.

  • @ghostback2011 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351896#Comment_3351896

    Thanks for your answer man. Now I get it.

    But I still wonder why start from 1c to 1.25c? This mean it's improve effectiveness doesn't it instead of decrease consumption rate which should be 0.75c from 1c.

    It's different tho.

    It does say reduce consumption rate which is weird, you're right.

    It should probably just say "increases item efficiency" instead.

  • Not a good excuse to keep a broken perk in the game that hurts every killer. Yeah, killers like Knight are super boring, I don’t disagree with you there, but they do have counterplay that doesn’t involve DH. It’s a busted perk and it needs to go.

  • It means that for every 1.25 charges of healing progress, you will use 1 charge of your medkit.

    So a full heal (16 charges) only takes 12.8 charges, instead of 16. So a yellow medkit (24 charges) with Streetwise is almost enough for 2 heals, but not quite. (16 / 1.25 = 12.8)

    Old Botany (which was 33%) with a yellow medkit gave you exactly enough for 2 heals, because it was 1.3333 charges of healing for every 1 charge of your medkit, so a full heal was only 12 charges. Now it's 0.8 charges of healing (with its -20% penalty) for 1 charge of your medkit, meaning a heal with Botany takes 20 charges total. (16 / 0.8 = 20)

    If you run Streetwise with new Botany, they offset each other perfectly. The item efficiency is raised to 1.25 with Streetwise, and Botany then takes off 20% of 1.25 (not 20% of 1), bringing it back down to 1 (which is normal efficiency).

    I just used medkits for this example, but you can apply the same formula to other items too (eg. 1.25 charges of generator progress = 1 charge of your toolbox).

  • Trapper's is the most boring, but Wraith isn't far behind.

  • As Wraith I always just ring my bell and it makes them DH because they think I'm swinging. It's funny and it usually works lol

  • @Gamall said:

    DH's major issue (distance) has been addressed and resolved.

    Now it has a counter and can no longer be threatening as before.

    Cope with it, adapt and go on

    DH’s old major issue was removed and replaced with new issues. What old DH was doesn’t matter in the present moment, old DH is gone and is completely independent of new DH.

    The perk is still way too strong, just for different reasons.

  • Can confirm all of these issues, I also tested it again on the PTB and it’s still bugged.

  • @RainehDaze said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351771#Comment_3351771

    Killswitch Survivor and the entire game until they fix the sound bug, then? Because if "not hearing things you should hear" is a game-breaking bug like that, it's kind of everywhere.

    It'd be rank hypocrisy to say it only has to be fixed on one side and that one side is turned off until it is.

    No, they should fix it for both sides, but you can’t just killswitch survivor entirely.

    Sound bugs should be fixed across the board. But a bug existing for one side doesn’t justify the existence of another bug on the other side. It is not an excuse.

    The point is, it’s no coincidence how many Spirits there have been lately and the fact that more people are playing her now only because she’s broken is kinda pathetic.

    Fix sound issues on both sides of the game, and in the meantime, get the killer whose main counterplay is sound (which is broken to the point that you can’t trust the information it gives you) out of this game until she is fixed. If it was literally any other killer with a sound bug it most likely wouldn’t be as big of a deal because other killers have other counterplay not involving sound cues and it probably wouldn’t be killswitch worthy. Legion’s leather sounds while vaulting have been missing for forever and were finally fixed recently. But did that make Legion killswitch worthy? Of course not, a minor sound bug like that has very little impact overall. But Spirit’s entire phase mechanic is based on sounds that don’t work right now.

    @SpaghettiVase said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351771#Comment_3351771

    I don't understand why people want BHVR to apply the killswitch so liberally. You shouldn't WANT people to have to wait around to play dbd, that's like the opposite of good business, and frankly Spirits audio being bugged is in no way shape or form the same as - Clown never has to use a yellow bottle again and not only that but maybe the player didn't even know it was bugged and has unintentionally "abused" a bug.

    I get that, but Spirit doesn’t have adequate counterplay with this bug. Her main counter relies on sound and it’s broken. There’s a reason old Spirit was changed.

    If someone actually plays her without knowing she’s bugged, okay, fine. That’s not their fault for not knowing. But that’s just part of why she should be disabled. It’s not ideal to disable an entire character, that is true. But she is not acceptable in her current state.

  • Usually because of 3 medkits, tbh. Depending on the killer I can either use Franklin’s or dodge.

    I won’t dodge over prestige alone unless it’s a full P100 squad. But prestige shouldn’t be visible to killers in the lobby anyways.

  • I don’t know why she’s even still playable.

    Clown got killswitched for Haste. This shouldn’t be any different.

  • @DBDVulture said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3351381#Comment_3351381

    How much stronger in chase should you be?

    Honestly I think they probably should adress the acceleration issue but make LF go down to 110% speed so that he uses his chainsaw aggressively.

    The only thing that would do is encourage camping even more. His camping needs to be addressed, but by no means is he OP in a chase. I would even argue that he’s too addon dependent and should have yellow chili basekit in return for nerfing his camping (which they should, because his camping potential is gross).

    They can remove/rework the purple chili into something else so the best case scenario would be 2.5 seconds total per charge if you still ran yellow chili (if purple stayed then you could get up to 3 by combining both addons plus the basekit buff and that’s too much).

  • Was the survivor already injured before using Frenzy? It has to be a healthy survivor getting injured in order for it to work (just deep-wounding an already injured survivor doesn't count as "injuring" and won't activate the perk).

    I just tried it with Legion myself and had no problems with it.

  • The problem is that it encourages killers to play scummy and is also the most oppressive against weaker killers.

    That said, completely removing the re-heal it gives you would just make the perk laughably bad, but they could nerf it by increasing the time before you get healed so it becomes a real risk to use, making it less worrisome for killers and making them less likely to want to tunnel a survivor to prevent BR's activation (because they will now have a better chance to catch a survivor who uses BR before they get healed). It would become more of a risk-reward perk that isn't as far in the survivor's favor as it currently is, and killers wouldn't tunnel to prevent its use because it wouldn't be as strong overall. If used well, it would still reward good looping, but killers would have a better chance to punish it without tunneling.

  • I’ve been running this build on Wraith lately: Face the Darkness, NOED, NWO, Thrill of the Hunt.

    Survivors scream all game and it makes it difficult for them to do the totems because Thrill makes it take too long (at 5 stacks, the other 3 survivors can’t cleanse totems outside your terror radius because they scream before they can finish). If you have all 3 hexes up at endgame then you can actually make NOED hard to cleanse too for the same reason and they can’t just leave right away because the exits are blocked. Gimmicky, but a lot of the time it actually works better than you’d think.

    Anyways you should have no problem getting the challenge this way.

  • Agreed, and Thana should make blessing slower as well.

  • @ays12151 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3350380#Comment_3350380

    It very easy to notice especially with both chilis addons together. I hope it will be fixed!

    I see, I can't remember the last time I used both together. I usually run the purple one + Beast Marks.

  • I had a feeling the Chili addons were having an effect on his movement speed. This makes a lot of sense and it explains the Tuning Guide bug. Hope they fix it.

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