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sizzlingmario4

sizzlingmario4

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sizzlingmario4
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  • Pretty sure the skill check speed is also a little bit slower at lower tiers (in addition to the larger success zone). It's especially noticeable on tier 1.

  • I would be fine adding that to Vigil, however as others have said, Incapacitated shouldn't really exist on perks regardless so it might not even matter if they end up changing Eruption by replacing the Incapacitated with something else. The only other thing is Weighted Head for Huntress which nobody uses anyway.

  • The kill rate should be around 60% imo.

    The killer needs to be strong enough to actually be a real threat, but survivors also need to have an adequate opportunity to escape. But 0ks should be less common than 4ks.

    70% is too high.

  • Yeah something is off with flashlights right now. Unfortunately I’m not sure exactly what causes it.

  • @Bwsted said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336334#Comment_3336334

    There's a bugged props spawn on Lery's right now. You can get totems, Pig boxes, cages, Freddy's clocks, TVs etc. there and it's unreachable due to invisible wall.

    What's the over-under they'll killswitch the map? Because last time totems were bugged on Lery's they stayed like that for months. And on Coldwind. And on Midwhich.

    They should disable the map but I’d bet you anything they’ll either not disable it at all or they’ll only disable the map offering (and not the map) like they’ve done in the past. Which is ridiculous.

  • @dspaceman20 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336223#Comment_3336223

    Oh it's a visual glitch that's weird. I wonder if it effects other powers

    It does, it makes it take longer to repel Artist’s crows too, for example. And she has an addon that inflicts Mangled (Thorny Nest) so you don’t even need to use a perk slot on Sloppy.

    @AbsolutGrndZer0 said:

    Yea, as others have said, it's purely visual. So no need to killswitch it.

    It might be visual for recovery but it absolutely isn’t just visual for mending and some other bugged interactions too.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3335968#Comment_3335968

    what is alternate play-style for plague? her add-on is straight nerf to the speed at which she can infect other survivors. The legion add-on is nerf to his old add-on which is mural sketchbook that increased duration by +4 seconds. sleeping pills buffs it to 10 seconds but nerf his speed which partly undo the buff in mid-chapter in June(?) last year. Unfordunately for legion, he only has 2 add-on that give duration so he is forced to use mischief list or sleeping pills to have reliable 5 hit chances.

    I think meme add-on are suppose to challenge add-on's to win without a power, but killer are overall weaker then survivors so it makes zero sense why a killer would want to weaken themselves.

    She can’t infect other survivors directly with that addon but they basically have to infect themselves if they want to do gens, especially if you combine it with Haematite Seal for 110 seconds of infection. And you can still infect windows/pallets in chase as well.

    For Legion, sure, Never Sleep Pills takes away some speed but you can still cover more distance overall even if survivors split up, and you still get the stacking speed boost for each hit (just not the initial increase). I’ve gotten far more frenzy downs with that addon than without. It turns something that’s normally fairly rare into something more frequent.

    I don’t always use the Pills, but when I do I usually like to run it with BFFs and an endgame build (including noed, which stacks with BFFs for 8% extra speed in endgame), since Pills generally make chain hits easier, ensuring that BFFs will get enough tokens to activate.

  • Addons like those two are interesting because they actually provide an alternate playstyle. Some older ones that are just straight nerfs to your power without any compensation other than bonus BP (eg. Speed Limiter, or that one Nurse addon that decreases her blink lunge range) are boring and should be reworked.

  • Dragon’s Grip is mostly hindered by its super long cooldown. If nobody gets exposed during the 30 seconds it’s active on the gen, it becomes unusable for another 80 seconds (which starts AFTER the 30 seconds) meaning at worst you have to wait almost 2 minutes between activations.

    Imo, it should just be that the 80 seconds starts when the gen is kicked, regardless of whether someone gets exposed or not.

  • That's not sweaty at all.

  • I think a survivor version of Lethal would be very unhealthy, honestly. The killer seeing survivors simply tells them their location. A survivor seeing the killer tells them not only their location but also which killer it is completely ruining any surprise a stealth killer would have especially in a SWF when only one survivor needs to run this perk and can call out the killer + location to the entire team (or that they can’t see the aura, if it’s Wraith, Myers, or Sadako). Whether a stealth killer can get an easy first hit (or even a quick down) by sneaking up on a survivor or not can make a huge difference.

    Even with Object, there’s enough of a delay before its first activation that I wouldn’t consider it problematic.

  • I like it on Pig. Sometimes use it on Wraith with Thrill of the Hunt because it makes it difficult to cleanse. I don't think it's worth it on most killers though.

  • No, that’s how it’s worked since 6.1.0 (though iirc it was slightly different on the 6.1.0 PTB). The only change since then was that they inverted the direction of the terror radius gauge (it was going in the opposite way).

    The terror radius gauge and the perk icon lighting up within 36m are two completely separate functions. If you go against Wesker (with a 40m TR), you can see the TR indicator on the perk with the icon not lit up, because you can be in his TR without being within 36m.

  • @OogieBoogie said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334102#Comment_3334102

    Infinite free heals? The Inner Healing bug made it so the perk was basically shared between everyone who had it equipped. If anyone cleansed a totem, all Inner Healing perks would become active. However, it worked the other way too. If anyone used it, all Inner Healing perks would become inactive. This meant at most you'd get 5 Inner Healing heals across the entire team (unless the killer has Pentimento), which is no different than normal. It just made it more annoying if you were with randoms, since they could use the heal before you were able even if you were the one to break a totem.

    When they tried to fix that bug, they broke it even worse by making it so that it never deactivated. You only needed to cleanse one totem and you could use it the rest of the match. It got killswitched after that.

  • @LordSturm said:

    They... nerfed spine chill, you realize that, right?

    It was specifically made worse so it didn't counter stealth killers as hard.

    Before, you didn't have terror radius, the killer (who is stealthed) looks at your gen from far away, and you simply know he's coming to you and you get gone long before he's there.

    Now, the killer has to actually SEE you before it activates. By that point he's often already, y'know, hitting you.

    The visual terror radius you're talking about only works if there IS a terror radius to visualize. It does nothing against a stealthed killer.

    That’s not how it works though.

    The LOS restriction is only for the action speed bonus. The perk icon still lights up if the killer is within 36m, even if there isn’t a terror radius and even if they aren’t looking in your direction at all.

    They nerfed it by removing the vault speed boost, but it was buffed against stealth. It went from having awkward counterplay by looking away to not having a counter at all.

  • Which just goes to show how busted the current meta is. Low tier killers need buffs to their power. Being carried by strong perks shouldn’t be how you win on either side.

  • Sometimes the location bubbles from Rancor aren’t shown if you’re too close to the survivor (but then it was shown when you looked away from them).

    It’s intended that the survivor was revealed though. Rancor uses a special location bubble that can’t be blocked by lockers or Distortion as it’s technically not considered to be aura reading.

  • I agree, although I don’t think it needs to be implemented for stuff like BK. It should mainly just be for things that are actually important, for example, Deliverance/Kinship icons for hooked survivors where appropriate. Showing boon perks would also be good. Maybe it could even show Adrenaline in advance if there’s 1 gen left, or if someone has DS available.

    I also think it should show partial healing progress at all times (not just while a survivor is recovering).

  • Empathic Connection was super underrated even before this update. Would love to see more survivors using it.

  • @SkeletalElite said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333273#Comment_3333273

    I literally explained why styptic doesn't matter.

    If you have a medkit, you can just heal to full.

    You can't use overcome twice in one chase, which means in order for styptic + overcome to give ANY value, you have to actively avoid healing after not being chased, with a medkit equipped. You can literally just heal with the medkit and "if youre out of medkit charges" doesn't apply because you could literally just equip a syringe instead. If you were able to use the styptic you're able to use the syringe. Even after this change the styptic is still less effective than the syringe because a heal lasts until you get hit, a styptic lasts 8 seconds. The delay on the heal is irrelevant because if you don't have time to heal that means you're actively being chased which means you've already used your overcome when he first injured you. Alternatively, it means the killer is tunneling you off the hook which is a scenario that overcome SHOULD work in.

    While I'd agree tunneling is an issue and is still way too effective of a strategy sometimes (along with camping), those are issues which should be addressed through baseline mechanics (and DS should get a buff since it was overnerfed). It's not a good reason to buff exhaustion perks when they're already some of the strongest perks in the game. The only exhaustion perk that could use a buff is Smash Hit.

    The possibility of having a syringe doesn't completely remove the relevancy of being out of medkit charges either. While you certainly could equip both a syringe and a styptic, that would mean you don't have any other addons which could impact whether you have any charges left to use the styptic/syringe or not (or force you to not use the medkit for an extra heal if you want to save the chance to use the styptic/syringe).

    Also, the killer hitting a survivor off hook doesn't necessarily mean they are trying to tunnel, if the survivor aggressively bodyblocks the killer and prevents them from going after someone else without hitting them first.

  • Overcome doesn't need the buff nor do Styptics need to be made any stronger.

    Overcome is balanced because while it is very easy to use, it has the huge drawback of doing nothing while injured. That shouldn't be taken away.

  • Idk why everyone is so upset about this. Giving solo players more information was a necessary step to balance the game. There was too much of a gap between solo and SWF and it meant it was more difficult to balance killers and everything else around that.

    Will the extra information have an impact and is it a buff to solo survivors? Absolutely. And in some regards it’s even a buff to partial SWFs of 2 or 3 players because they have info on their solo queue teammates now too. But it isn’t giving you anything a 4-stack SWF didn’t already have.

    Killers can always be buffed again if necessary (or at the very least some of the weaker ones which need it regardless) especially when Eruption gets nerfed which we know is happening.

  • Just make it 150% at tier 3. 200 was too much, 100 is too weak.

    Ruin deactivating after someone dies is fine. Most of the time it doesn't even last that long anyway, and if it does, you probably got decent value from it already unless you tunneled someone out.

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/362972/idea-to-buff-solidarity

    ok, what about increasing the healing conversion rate to 100% but making healing 50% slower. The survivor who run autodidact could use the perk to heal themselves.

    That would just turn into a killer perk the second you go against someone with Sloppy. And it defeats the purpose. If you spend 16 seconds healing someone, and they spend 16 seconds healing you, you’ve spent the same amount of time healing together as you would if you just healed them for 32 seconds with a 50% healing debuff. You would be required to run heal speed perks for that to become worthwhile at all.

    I also don’t really like putting penalties on perks unless it’s absolutely necessary. For example, current Botany has one because 50% bonus self heal speed is insane, when that could just be lowered (for self-healing only) and not have a medkit penalty at all.

  • @Snowflake_Syndrome said:

    I'm a Dredge main how can he be possibly coming back? 😡

    Tbh it’d be neat if they made it so that he doesn’t appear on Chapel if Dredge is the killer.

  • Can’t wait to see all the Crotus Prenn Asylum offerings tomorrow

  • That's not overpowered at all. If anything, I'm questioning whether that might be too weak.

    Assuming no Agitation in play, and excluding potential impact of the survivor struggling on the maximum possible travel distance (which would affect both of these results similarly):

    Killer's default carrying speed = 3.68m/s * 16 seconds = 58.88m

    3% penalty to carrying speed = 3.68 (1 - 0.03) = 3.5696m/s * 16 seconds = 57.11m

    And fwiw, maybe that's a good thing that the perk doesn't affect that very much. But I don't think this is overall necessarily stronger than the current version.

    The attack cooldown penalty would increase the cooldown from 1.5s to 2.25s. Which is fine. And would technically be an indirect buff to Mad Grit because it would counter that entirely so I like that.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3253822#Comment_3253822

    Feng does not have any christmas cosmetics she was totally ignored and many other survivors got one last christmas.

    Even still, she has so many cosmetics that it doesn't really matter.

    All I'm saying is, Feng gets plenty of stuff. And while it makes sense she gets more than average due to her popularity, it would be nice if BHVR showed other survivors some love more often.

  • @YOURFRIEND said:

    I don't feel like commenting on the rest of your post, but I'll just say that I do not under any circumstances want people to know my perks. The last thing I need in this toxic ass game is someone following me around dropping pallets because I brought deception or whatever they feel like being upset over.

    Even if you don't want to show the perks in the lobby, I think the new survivor HUD presents an opportunity to show certain perks where appropriate. For example, someone on hook with Deliverance could have the Deliverance icon next to their portrait.

    I also think survivors should be able to see which perks are on a boon without having to be in its range. One thing I don't like about boons right now is that most survivors (rightfully) assume a boon is CoH, and get disappointed if they go there to heal only to find that it's something else and they just wasted their time, which just hurts the weaker boons in solo queue even more. I would be ok with implementing this for hex perks as well (letting the killer see which totem corresponds to which perk).

  • Wouldn’t this CoH nerf easily be able to be bypassed by healing in the boon to 99% and then topping it off with a medkit just outside the boon radius? You could just bring a yellow medkit and do this several times if necessary and still have enough charges for one full heal with it without using the totem.

    I think you have the right idea though; let killer break totems and buff all the weaker boons. Though I’d still like the option to not break them (eg. press button to snuff or hold button to break, like how switch/reload with Clown works), so as to not potentially inhibit hex perks that aren’t lit at the start of the game.

  • Wiggling isn't meant to be viable on its own without help from your teammates. You might escape the killer's shoulder on your own every once in a while, but it shouldn't be a common occurrence.

  • @kingcarl2012 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3331479#Comment_3331479

    I think you tagged the wrong post in your reply, but the only reason to have it capped at 4 seconds is because of its mobility, just like they had to nerf the duration of awakened awareness because of how it worked on high mobility killers.

    Tbh now that Starstruck Nurse is gone I see no problem with reverting Awakened Awareness back to how it was. it's not like Blight can benefit from Exposed nearly as much as old Nurse could and Spirit can't see auras in phase.

  • I agree. It’s stupid that a high mobility killer can kick a gen and cross a large portion of the map within a few seconds and see survivors in that large of a radius with zero cooldown. It’s the only killer aura reading perk that’s too strong imo.

    It was actually a lot more fair when it was bugged and was centered on the generator, that’s how the perk should be.

  • This isn't a bug, but it should be changed anyways. Matchbox in general just isn't a fair addon at all. No clue why they buffed it; it should've just been reworked into something entirely new.

    But in this case the wording on Matchbox just means that it can't be combined with Torn Bookmark to get the regular 2nd blink back, it doesn't prevent the 1st blink from being automatically restored by Jenner's. But I completely agree with you that this isn't fair.

  • No. Eruption just needs to be changed. That's it. Incapacitated is fine for Victor and Pinhead's chains. It just needs to not be used the way Eruption uses it and it shouldn't ever last for a long period of time.

  • Nah. Blast Mine's stun is fine as is. Eruption being OP isn't a valid excuse to buff a different perk.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330404#Comment_3330404

    Mending and recovering are both healing effects for me.

    If you want proof that mending isn’t healing, try mending a teammate while you have Endurance. You actually won’t lose it.

  • Intended or not, that shouldn’t be possible imo.

    Having one at the bottom and one at the top is fine. But having one at the bottom and another one in the center right next to it is too close.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3330426#Comment_3330426

    I’d disagree it’s only good for SWF. I’ve been in plenty of games where it’s helped tremendously. If the booner is smart about it. Unfortunately you do get those that will boon the first totem they see. Usually right next to a gen you’ve just started working on.

    Honestly I think a large part of the reason CoH has remained as strong as it is for this long is because a lot of survivors aren’t actually smart about using it. If used properly, it’s OP. But if it’s not, it can become detrimental to the survivors at some point because of how much gen time is being lost. And I see a lot of players use it improperly so on paper the perk looks more balanced than it really is.

  • Can confirm. To add to this, Terminus is also not countering Adrenaline properly anymore.

  • Did a survivor cleanse at a fountain right before this happened?

    If all the fountains become corrupted, then after 5 seconds they will all reset and the Plague gets Corrupt Purge automatically without having to drink.

  • Old killer meta was better. Old survivor meta wasn't.

  • Nah. The strongest tools on both sides are too strong. It's not just Eruption, and it's not just Dead Hard either.

  • This is not a bug; if a guard spots you, they're meant to first travel to the exact location you were in when they spotted you. Then they will leave the Standard there and begin chasing. If a guard has to go through a wall or fly upwards to get to that position, they will.

  • It needs a nerf regardless (and/or boons should be reworked).

  • Yea that doesn’t look right. It should be 1.5 seconds for one flashlight, faster if there’s more than one. Unless maybe his teammate’s aim was off but it didn’t really look like it.

    On a related note, the SFX from the Wraith’s POV when he’s in the middle of getting lightburned is completely missing.

    (edited to correct lightburn time)

  • I agree. Though honestly I’d be ok with it if they just turned down the volume on it a little.

    Menu theme is fantastic.

  • I don’t see a good way to make this fair that doesn’t completely kill off stealth play, especially with breathing sounds.

    The thing is, a terror radius is easy for people to notice, so having an accessibility option to represent it visually on-screen is completely reasonable as long as it doesn’t provide more information than the normal, audible terror radius would (which Spine Chill’s terror radius function currently does and that’s an issue if they copy-paste that and make it basekit imo). They could just use something similar to the heartbeat visual from the mobile game.

    Things like breathing sounds and footsteps are a lot more subtle and there’s no guarantee that players would always hear that, even if they aren’t hearing impaired. So adding a visual representation of it would not really be equivalent.

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