sizzlingmario4
sizzlingmario4
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- sizzlingmario4
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I hope not, that system was horrible, sucked all the fun out of moris and made them boring, and massively reduced killer agency for no good reason.
Imo just give survivors an early bleedout option after 2 minutes or something (maybe faster if only 1 or 2 survs remain).
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His maximum reveal range has been bugged for a long time, it’s supposed to be 32 meters but it’s actually considerably less than that.
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Their base speeds are fine. Several of Blight’s addons desperately need changes though.
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Well I will give BHVR at least some credit for addressing it in their dev update today:
However, I don't really think this makes a ton of sense. In what way does it make these cosmetics more meaningful, especially the Halloween ones when we're talking about a game literally about horror and killing survivors? This doesn't really simplify the store, it just adds additional limitations to what can and can't be obtained at certain times throughout the year.
That said, at least now we know that the non-licensed outfits will have Iridescent Shard prices when they do return in the future so that's good news I guess.
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Furin is fine. I wish there were more addons like it that alter the killer's playstyle or how to play against them.
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@AshInTheTallGrass said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328223#Comment_3328223
Lanterns give a haste status effect; envelopes give cosmetics.
Oddly, I found three in one match and then none again lol
The lanterns also increase your vault speed.
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@SerraTheBoneDaddy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328480#Comment_3328480
Healing, summarized, is an action that puts you into a higher health state. The act of using a med kit, self heal or the base healing function(healing progress bar) is a Healing Action (not to be confused with the act of healing). Deep wounds is a special health state between Dying and Injured. Mending and Recovery(correct me if I'm wrong, but picking up a survivor in the dying state is considered a Healing Action, not recovery) are not considered Healing Actions, just as the needle from a med kit isn't, however it is still a form of healing, and therefore mangled per its description, slows down the healing speed by 20%. Because instant healing methods dont have a speed, mangled cant affec them, but Recovery and Mend are healing, but not a Healing Action as they are special forms of healing, which is why they are designated with a special name. This is how I came to the conclusion that it is working as intended.
That being said, does nurses calling let you see mending/recovering survivors? I don't typically use that perk so can't say I recall one way or the other, but if not then the wording on that perk may need to be updated.
But I suppose if it's not intended to work this way it will hopefully get fixed and clarified in their definitions.
Nurse’s Calling does not reveal survivors who are mending or recovering. It will, however, reveal a downed survivor who is being healed by someone else (and Mangled does affect this healing as well, which is normal). Healing a downed teammate IS a healing action, this is correct. But recovering isn’t healing and isn’t supposed to be affected by Mangled.
Also, Mangled actually does affect the syringe addon from medkits because the syringe explicitly says it is affected by heal speed modifiers. This means it can also be made faster, eg. if the survivor has Botany or is in CoH range.
But generally speaking, in order for Mangled to affect something, it needs to be a healing action, which mending and recovering are not.
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@SerraTheBoneDaddy said:
Seems to be working as intended? Healing through a health state, regardless of which health state, is how mangled works. Deep wounds is considered a special health state. Mend is the term they use, but it is still healing for all intents and purposes. Pretty sure Haemorrhage affects mend as well?
No, this is a bug. Hemorrhage does not affect mending. And mending is not healing and does not reveal survivors on Nurse’s Calling and is not a conspicuous action. You can actually mend a teammate without losing DS.
It’s also affecting recovery speed which is also a bug. Healing a downed survivor will be slower with Mangled, that’s normal. But recovering yourself isn’t supposed to be affected.
The only things that are intended to make mending slower are specific addons for Legion (+4 seconds) and Deathslinger (+1.5 seconds and +3.5 seconds).
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@YOURFRIEND said:
Nah. No to old meta stuff coming back. Game's better without it.
Ruin/Undying is a much better meta than Eruption/CoB/Overcharge.
Ruin did need a nerf but it didn't need to be cut in half. It's bad.
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It does not.
It also doesn't affect the one source of timed Mangled in the game from Dredge's Tilling Blade addon (though it will affect the Blindness and Hemorrhage from that addon).
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That addon wasn’t even a problem on PTB. As soon as you (as a survivor) realize she has it, you know that in order for her to use it she has to blink back to original position which gives it a lot of counterplay because that’s a very limiting restriction.
The actual problem was running it with Torn Bookmark and having 7 blinks. Torn Bookmark just shouldn’t even exist at all, instead they nerfed Jenner’s and made it nearly useless again.
(And to put the icing on the cake, they didn’t even update the description to reflect it only restores 1 blink now so it’s not even correct.)
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The beta wiggle system buffed wiggle by 1 second. The change now simply returns the time back to what it used to be. It’s not nerfed compared to what used to be normal.
I have been seeing some people say that the struggle effect against the killer seemed less effective though (even with great skill checks); that may be a bug.
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Anything with Eruption, CoB + Overcharge together, DH, or CoH.
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Can you provide some clarification on what is happening here?
If it’s picking up downed survivors, or still allowing injured survivors to get the speed boost (but not healing them to healthy), that’s normal.
But if Adrenaline is healing survivors to healthy before Terminus can inflict Broken, then that’s a bug.
@SerraTheBoneDaddy said:
I think more information is needed. Downed survivors cant be broke. Adrenaline affect still applies. Injured survivors still get the adrenaline buffs just without the immediate health state progression. They will still get the speed buff. If the survivor is downed by any method, be it deep wounds or being put into the dying state without a grab, they immediately pop back up.
Also could have been they had an ability to heal without traditional healing? Renewal activating before terminus might heal someone even if they have the broken state based on how the text of the perks are written. Pretty sure an active syringe will heal after terminus activates as well as its not considered healing according to the text, only the gaining of a health state. Could be wrong.
Unless it changed in this patch, the only heal to healthy that can override Broken is Adrenaline healing through Renewal specifically (eg. you get unhooked, Adrenaline triggers, Renewal causes Broken while healthy). Adrenaline normally can’t heal through any other source of Broken, and an active syringe triggered before Broken was inflicted on an injured survivor simply just disappears after the 16 seconds with no effect. I’ve had that happen before.
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I don’t really think the aura should be removed, that alone made it feel a lot more fair and noed is not nearly as frustrating to face as it used to be imo. Prior to the nerf I refused to use noed at all on principle, now I don’t. But I agree this situation where the totem is near a hooked survivor is lame since there’s not really anything you can do.
Forcing the hex to move to a different totem is a decent idea in theory but it’d raise the question of what to do if there is no other dull totem available at that moment. You could just say it deactivates in that case but that doesn’t feel right to me.
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It's a bug.
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I just tested this with the Rusty Head Huntress addon that inflicts Mangled and it produced the same results so this seems to apply to Mangled in general; it's not specific to Sloppy.
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Can confirm the effects persist after cleansing the totem, both the silent skill checks and the 6% regression penalty. It also seemed to be gaining 2 tokens per hook so it only took 3 hooks to get max stacks.
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Can confirm this, mending and recovery are slower. Saw this happen against Ghostface.
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@SerraTheBoneDaddy said:
Your speed still seemed fast. May e a GUI issue? Curious if when you stalked again if it made you start from Tier 1. Also, I completed a shape daily two days ago to tier up evil within x times. Worked fine for me. Maybe reinstall/validate game files and see if the issue persist?
Haste from PWYF was active, that’s the only reason they had faster speed still.
Fwiw this bug has been in the game for a while.
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@Decutor said:
The worst part is, because of the promised process of making all skins eventually Iridescent Shards, ALL new skins started releasing in Auric Cells only. Meaning these FOMO skins will never be Iridescent Shards.
Exactly. Which is just the icing on the cake as to why it's a greedy business practice.
Putting Shard prices on all non-licensed cosmetics is nice and all but not if cosmetics aren't in the store long enough to obtain those Shard prices in the first place.
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@Outcast said:
Just got camped in Thompson House cause Nemesis body blocked the stairs up. Design flaw. Needs 2 ways up or wider stairs
I wish that house in general was better designed when it comes to hooks. Like, on one hand there needs to be an upstairs hook because it can become nearly impossible to hook from up there otherwise if basement isn’t there, but on the other hand it’s basically a second basement with only one way to get up.
They could either make another way to reach the top of the house or they could remove the upstairs hook and put it downstairs (but the ceiling might be too low then, I’m not sure). Might have to just place it directly outside the building. But it would need to be reachable from the farthest point upstairs (where the chest spawns next to the window) with Boil Over in mind.
@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3325514#Comment_3325514
"even more survivor sided"....
https://youtu.be/lIzwuFOOYiI?t=602
2nd most killer sided map according to well know killer main that plays all killers...
Dead Dawg is killer sided IF the killer knows what walls to break and which ones not to. If they break the wrong ones it becomes survivor sided.
Really though, breakable walls which never benefit the killer to break just shouldn’t exist in the first place, all it does is punish new and inexperienced killers who don’t know not to break them and killers who know what they’re doing just ignore them.
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Nah. If anything, it’s too easy for it to never run out of tokens. It can happen against Huntress because her terror radius is small and a lot of Huntress players run multiple aura reading perks, but against most killers my aura never gets revealed the entire match if I’m using it.
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If anything the problem is Dead Hard, not Endurance as a whole. The Endurance mechanic is fair now that it doesn't stack anymore and even now it isn't as strong as it used to be because of the shorter cooldown/shorter speed boost.
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Nowhere to Hide is problematic. The rest are fine. Pay attention to where killers find you. If they find you in a place or situation you wouldn't normally expect them to and suspect they have a certain aura reading perk, start playing the rest of the match with that perk in mind.
Distortion is an option too if you really don't want to deal with aura reading.
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Yes, and it's not a Hope-exclusive thing either. Haste affects all movement speeds on both sides of the game. So for survivors, this means it increases running, walking, crouching, and crawling speed. For example, a survivor's default walking speed is 2.26m/s. With Hope, a survivor's walking speed would be 7% greater than that which is 2.4182m/s.
It also increases all movement speeds for killers (eg. default speed, speed while carrying a survivor, speed while in attack cooldown, etc.). It also increases a killer's speed when their speed is being affected by their power (for example, when Huntress is slowed down because she's holding up a hatchet, NOED would still increase that slowed-down movement speed by 4%; however this won't be as noticeable because it'd be 4% of the slower speed, not 4% of base Huntress speed).
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3323848#Comment_3323848
Odd thing that agains't me nurse waited 60s in front of locker to ds to expire...
Then she spent 60 seconds staring at your locker while your teammates (hopefully) were doing generators. That's still value.
The timer is fine. DS just doesn't do enough to discourage tunneling because the stun is too short and, for some killers, is at most a minor inconvenience that isn't really an actual deterrent at all.
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The problem isn't the timer, the problem is that a 3 second stun is often ineffective especially against S tier killers or those that have other ways to slow you down (eg. Clown throwing a bottle at the floor before picking up the survivor with DS).
Imo, the stun should be 5 seconds, but decreased by 0.5 seconds for every gen completed (up to the first four gens completed where it'd be 3 seconds again, then after the 5th it's disabled anyway). So if you tunnel at 5 gens, you get the old 5 second stun, but eating a DS at 1 or 2 gens isn't as punishing.
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He got a few changes:
- Guards kicking a gen remove 5% progress, up from 2.5%.
- The orb survivors see when a patrol path is being created shrinks with distance. After 10 meters, it disappears entirely.
- When creating a patrol path, if your path is longer than 10 meters, the Knight temporarily gets 5% Haste after you finish creating it to help catch up faster (duration depends on the path length, anywhere from 2 to 6 seconds). Additionally, for paths longer than 10 meters, guards that detect survivors will take anywhere from 10% to 25% less time to move to where they first saw the survivor and begin chasing (depends on the length of the patrol path).
- There is now a 10 second limit on creating a patrol path, you cannot just stay in path creation mode indefinitely anymore. This was changed to prevent Knight players from using it to hide their terror radius for excessive amounts of time.
- The Healing Poultice addon's duration was increased from 3 seconds to 5 seconds.
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Maybe to prevent Deerstalker from quickly eating all the tokens? I don't know for sure, that's just a guess.
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It's a benefit on its own but indeed it does limit perk variety on him.
One time I saw an idea for a rework to the Kid's Drawing addon (the joke addon that reduces the Hindered penalty from snares) where it would reverse the terror radius/lullaby to work the opposite way, eg. awake survivors would be Oblivious and hear the lullaby, and asleep survivors would hear the terror radius, which would allow TR-based perks to work in the dream world. I think that'd be an interesting idea.
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Not an exploit, nor does it need to be changed. Adrenaline is a very strong perk even with the downside that this can happen. If the killer drops you and instantly swings when you didn't have Adrenaline, then they just wasted a few seconds for nothing and gave you free wiggle progress that might end up making a difference.
Fwiw, this is also part of why I also run Soul Guard on one of my favorite builds with Adrenaline because it completely shuts down this counterplay (since being picked up by Adrenaline also triggers Endurance at that point).
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NOED is revealed to survivors after any successful basic attack by the killer (but not special attacks). It does not matter whether it downs the survivor (eg. Endurance could prevent the down but NOED is still shown regardless).
If he had DH, Adrenaline, and a Styptic, then it sounds like what possibly happened is he was in deep wound from DH, Adrenaline removed the deep wound (but wouldn't fully heal in that scenario), and then he used the Styptic to tank another hit.
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Jolt’s already pretty good. Doesn’t need a buff.
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@Batusalen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3320210#Comment_3320210
From another comment about the topic:
The Incapacitation effect is what makes Eruption one of the few ways the killer have to really stop gen progression and that's why it is the most effective weapon against gen rushing right now. Most regression perks have the inconvenience of just start regressing the gen, which can be solved in less of a second with a little tap from a survivor. And the insta-regression is not much of a problem: Even Pain Res, which have 15% insta-regression only adds around 8 seconds to the repair time if two survivors are working on that exploded gen without perks or items. In a meta where a single chase can cost you 3 gens, that's not enough time to even find your next survivor to chase after a hook.
Also, why everything the killer do need to have a counterplay? How many things survivors have that the killer can't do anything about? How can I counter Sprint Boost? Blast Mine? Self-Care? Off the Record? What a killer can do against someone with WoO going from pallet to pallet without even trying to loop?
If you want to change how Eruption works, first you should address the gen rushing meta to keep the balance.
I'm all for toning down toolboxes and oppressive gen perks on both sides. BNPs are just as dumb as Eruption is. Hyperfocus/Stakeout together shouldn't be capable of shaving 30 seconds off a gen either.
You're right, the 10% regression Eruption provides is not a problem and actually it's good that it was buffed from 6% to 10%. That part of the perk is fine. Being unable to do anything at all for 25 seconds with no consistent counterplay for solo queue players is problematic.
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The problem is just Eruption and how it uses Incapacitated, not the status effect itself. It’s perfectly fine for Victor and Pinhead’s chains. It’s not fine when it’s applied for a set duration with little counterplay outside of SWF. Eruption has always been a badly designed perk, even before it was buffed.
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@HommeBizarre said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3318621#Comment_3318621
A map needs a main building to be interesting
Shelter Woods is boring because it is large and doesn’t have very many pallets. The giant tree in the center adds nothing to gameplay and I wish it was a small treehouse or something. Nothing super strong (or even that big), but at least SOMETHING to give Balanced Landing value. Add a couple more pallets and trim down the size of the map a little bit too.
Wreckers Yard already has plenty of tiles and resources for survivors to work with and the shack already kinda acts as its central landmark, along with a bus and a crane loop. It doesn’t need an additional building on top of that.
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Shelter Woods could use some changes, but Wreckers Yard is one of the best maps in the game.
A map doesn't need a main building to be decent.
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Twins, Hag, and Trickster.
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Can confirm this as well. This was fixed once a while ago but now it's back to not working again sometimes.
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I like Lethal now that it's been buffed. Before that I felt like it was kinda overrated and I didn't like having a perk that did nothing after the first 9 seconds.
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Hmm I feel like that would be kinda dumb with UB or power struggle/flip flop. The killer would be punished for playing correctly and hitting another survivor nearby who was trying to pallet/flashlight save. Basically creating a lose-lose situation.
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@WesCravenFan said:
The only problematic exhaustion perk is Dead Hard because it can be used on command.
Lithe requires a vault.
Balanced Landing requires a fall.
I see nothing wrong with perks that are situational like this.
I wouldn't call vaulting situational.
But Balanced Landing absolutely is. A ton of maps only have like 1 or 2 places you can actually use it.
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This is why I usually never try to unhook myself in front of a teammate, because of the chance I'm screwing them over with a perk that requires them to unhook someone (eg. WMI, WGLF, Deli).
The one exception is if Devour Hope is in play, because self-unhooking actually denies the killer a token in that case (even if they are further than 24 meters, it does not count).
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I’ve noticed the same thing, I think it’s bugged again. They fixed it once already in the past and now it’s not working again.
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@TMCalypso said:
When it comes to Devour Hope, wouldn't Nurse's blinks being special attacks be a good thing? Since her hits wouldn't insta-down it would effectively hide that your hex is Devour, thus allowing Nurse to (attempt) to "smuggle" that Devour Hope 5 stack without the survivors ever knowing the danger.
Or am I thinking this through wrong? I'm unsure as I have stopped using Hex Perks quite a while ago. They all just get destroyed within the first minute of gameplay anyway, so I am unfamiliar with how many of them work now.
That only works with noed; devour hope just gets revealed anyway even if you use special attacks. So no it doesn't benefit Nurse at all in that regard.
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Unlike Nurse, Blight only needs an addon pass to be balanced (albeit a thorough one). There's nothing wrong with his basekit. And no he should not become a 110 killer.
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It’s a good start if the map is actually better but at this point I don’t really trust their map design team until I see an actually good map with my own eyes so I’m waiting to see how it is in the PTB.
But yes, if the redesign is good and they do this with more maps in the future, that is a huge step forward.
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Yup it’s very annoying especially with Wraith.
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Looks like a lag/ping issue. To clarify, this is an intended mechanic which will cause Wesker to automatically hit you (without doing anything) after he finishes a vault if you stay too close to the vault. This is to prevent survivors from vaulting back over during the cooldown in which Wesker can’t m1. But you shouldn’t be getting hit by this from as far away as you were.

